Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: inca1980 on <06-09-11/1313:32>

Title: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-09-11/1313:32>
Road to Redmond II -- Blood alone moves the wheels
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <06-10-11/2111:01>
   The memories of the night still caused her to shiver weeks later. She Who Walks Through Walls wondered why Moon Maiden had thought her ready on that night to take over. She had figured out how to cast more spells. Healing so she could help her friends when they got hurt, mindnet so they could communicate without fear of being over heard. B.B. had been right she should have known better than to talk even subvocally around a vampire. Thought recognition would be useful in finding information when sneaking around places.
   Moon Maiden was right she needed to find others to help her find her way and guide her in finding her inner strength.

   The group she had found was teaching her so much she didn’t understand about her powers, and abilities. She took a deep breath and repeated the oath after the oathmaster. The incense making her dizzy as she joined with the group. Then Walks Through Walls heard Moon Maiden calling to her as she looked down on her body. What it was time to go back already, but there was still so much to learn. She nodded as the new her moved from the dream world and took over her body.
   Blinking She Who Walks Through Walls finished the sentence and felt the energy flowing into her. The ways of hiding your aura making sense to her now. This would help her get into new places, but she still had so much to learn.
   As the time passed and her bank account dwindled She Who Walks Through Walls thought about having to do some more biz and soon in order to pay the bills. It was odd that she seemed to be luckier or having fate shine on her more lately.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <06-13-11/0758:00>
     Mercedes sighted down the barrel of her gun like Woofer had taught her and fired off another round. One hundred meters away, the paper target died as the bullet ripped another hole in its chest. She smiled to herself, proud that her skill was improving. But, once again, her thoughts turned to that night six months ago and the smile disappeared. She remembered how proud she was that she swore she would never willing harm another when she first stepped into the darkness. But the shadows leave their mark on you, no matter how hard you try to avoid it. And for her, the wonton killing of all the prostitutes, just because she and her friends had talked to them, still wore heavily on her soul.
     After that night, she realized that her naïveté about the harsh realities of her new life would lead to her or, even worse, her friends getting killed. The image of Marcus laying on the street, bullet holes in his coat, still sent a shiver down her spine. So she began preparing. Training herself so she would no longer be a liability to her team. It wiped out most of her savings, but it was worth it. She no longer felt that she wasn't a runner like the others. She felt a part of the team now.
     She unloaded her Élan, then made her way to the exit of the shooting range. She still needed to get home and change for dinner with Marcus later that evening. That was one good thing that came of that night, at least. Her relationship with him had become more serious and they've been leaning on each other for support. He'd been helping her with her training and she'd been helping him with Olivier's curse. It could have been much worse, of course, and for that she's grateful that it's only an addiction, but it still was an obstacle between them.
     She paid up at the counter for her time on the range, then stepped outside the building just as the sun was slipping below the skyline to the west, giving a false dusk to the area. Getting on her bike, she kicked it into high gear and tore off into the easterly traffic, the shadows darkening and lengthing ahead of her.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <06-13-11/2013:33>
 Woofer sighs as he looks out his front window, 3 am, it's about time it happened, 6 months ago.  'I should be used to this, I spent months with nightmares about a serial killer's crime scenes, but...not like this.' His longing hasn't gone away, the longing for that embrace again.  Woofer looks back, and sees Mercedes sleeping comfortably he should be asleep next to her, and she'll notice he was up again, so it's likely they'll fight about it...again.  He sighs as he makes his way back to bed, the effects of the last few months, the leanness of training show, hard work to improve his speed, but that doesn't matter now, as he slips into bed and lays down.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-13-11/2235:06>
Brian had always felt like something was chasing him.  Knowing the things he did and the things he went through, you wouldn't think him very far off.  But no matter what was chasing him he was always quicker.  He even felt quicker now - safer.  He felt good, despite everything.  Despite the fear and uncertainty.  He really felt like he was changing, for the first time in a long time.  He'd pretended to change over and over again.  He'd said to himself, "That me is dead.  I won't be bound to those feelings.  I won't be trapped with that pain."  But saying it was never enough.  And trying to forgive his enemies wasn't the same as being forgiven.  And all of this was just so damn hard.  He'd worked another missing person case after the job for Germaine.  A Yakuza thing.  He could have made it very bad for his old enemies.  He could have torn them apart, but he didn't.  Now his old enemies owed him a favor.  That was enough to satisfy him for now.  He'd found the kid, he'd found the woman, and then he'd left to find himself.  He went back to Sacramento to see what he could piece together there.  When he got back to Seattle, he was refreshed.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-14-11/1745:03>
@Everyone:

You all receive a txt message from Angel.  ##Hope you enjoyed your well earned vacation.  I've just gotten wind of a job that you definitely should think twice about before you turn it down.  Let's talk over drinks at my place, how's 5 this afternoon, 194 Dexter Ave Apt. 560. across the street from Club Palizades.  Woofer knows it.##
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-14-11/2230:53>
That address was only 6 blocks west of Brian's condo, a bit deeper into the elven district.  Another fortunate turn for the young gnome.  His luck really seemed to be turning around as of late.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <06-15-11/2109:33>
She Who Walks Through Walls takes a cab to a few blocks from the address. As she starts to walk towards the building she cast physical mask at force 5. She is making the mask exactly like herself only without the tattoos she has gotten from initiating.

(OOC spellcasting 4, +2 magic, +2 mentor bonus:
8d6: 8d6.hits(5) → [1,1,1,4,6,1,4,6] = (2) Wow a glitch. I hope this isn't a sign of things to come)

She will then walk around the building looking at security casually and thinking about ways to get in and out. After one time around she will take a deep breath and then go in. Thinking to herself, "Well time to get back to work."

She will debate between the elevator and stairwell. Not particularly liking the idea of either one, but deciding that Angel wouldn't like it if she climbed in an outside window to get to the meet she decides on the elevator.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <06-15-11/2146:31>
Woofer parks at the address Angel gave out, time to work, take his mind off of things.  After getting out, he goes to the passenger side door and opens it for Mercedes.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <06-15-11/2335:52>
Mercedes smiles at Marcus, taking his arm as they walk to the building together. Once inside, she puts on her "game face" for the upcoming meeting.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-18-11/1757:56>
(http://i772.photobucket.com/albums/yy5/Inca1980/cityscape2.jpg)
[OOC: Equinox building is front and center in this night image.]

Angel's condo is on the fifth floor of the Equinox building smack dab in the middle of blocks and blocks of office high-rises.  The humid afternoon summer breeze carries with it the smell of Puget Sound and gets you thinking of what kind of sushi roll you're gonna order down by the docks after the meet.....especially if the payout is good you can afford to go a little crazy tonight.

The glass elevator is only glass on the first floor food-court and then shoots up into a closed shaft which takes you through the floors with apartments.  The AR interface of the building quickly orients you through flashing blue arrows to which one of the apartments is Angel's and as each of you make your way off the elevator, Angel over the AR intercom asks you to just enter through the unlocked front door and he will be with you in just a moment after he gets off of a conference call.

The four of you eventually all arrive and make yourselves comfortable on the leather couches in the middle of the spacious and sunlit white-washed living room.  Angel occasionally enters the room as he paces and acknowledges you all with a smile and a "hold on i'll be right with you" nod which he follows with the occasional a drag off his cigarette as he remains focused on the mental call occuring over his ear-piece commlink. 

After about 5 minutes of the 4 of you sitting around the onyx coffee table in the middle of the semi-circle of couches, Angel finally finishes his call.

(http://i772.photobucket.com/albums/yy5/Inca1980/Angel.jpg)

"Please excuse me I was just on the comm with a very important buyer of some vintage LP's that I came across a few years back.  I hate parting with this collection in particular, but I always need to fight the urge to be a pack-rat.  The buyer is gonna meet me later tonight over at the club Penumbra so I don't want to waste anymore of your time.  On the other hand we never really got a chance to chat about your last job which I'm still quite in the dark about.  So is this true what i've heard?  Only a little bit here and there through the grape vine about some infected hacker kidnapping those Visteon boys?"

He presses a little hovering AR button and a little compartment in the onyx coffee table opens up and out rises a little mirror with purple betameth crystals in neat lines.  He walks over as he waits for your response and kneels in front of it with a little tube and snorts up one of them before offering the tube to the group while sniffling and rubbing his nose.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <06-18-11/2052:01>
She Who Walks Through Walls will look at the drug with disinterest and wonder how much everyone is comfortable talking about.
"It was a series of events that left us all changed. Physically, emotionally and in other ways."

She will look at Mercedes hoping that she will take the lead in the conversation.
"but did you really call us all here now to talk about something months ago?"

She will give an inquisitive look and then look out  and watch Angel out of the corner of her eye while looking out the window waiting on an answer.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-19-11/0108:20>
[ooc: Street drug knowledge check 9d6.hits(5) → [2,6,4,3,6,4,4,2,5] = (3) (http://invisiblecastle.com/roller/view/3076988/)]

Brian scoped the place out with a professional's eyes, pinged his radar and scanned for hidden nodes.  Meanwhile he addressed their host, apparently the source of the Visteon job.
"No worries, Walks.  I doubt we've got pressing business if homeboy is setting up lines.  Where'd you get this by the way?  It looks pharmaceutical grade."  Brian marveled internally at the man's habit if he was doing whole lines of the stuff.  Still, intrigued, he scooped some up on the end of his pocket knife and prepared to bump it.  A little taste wouldn't hurt, and he generally kicked way more ass on Planes of Eldoran when he was switched on like that.  "Are.. we getting into biz though?  I gotta ask before I start getting sped.  I mean I wanna avail myself of your hospitality, but not at the expense of the group, dig?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-19-11/0349:26>
@B.B.

You can tell that the purple crystals are indeed betameth and a high grade cut for that matter.  A line of that stuff would definitely get the party started.

Angel looks at you intently and smiles as he passes the tube over to you.

"Definitely getting into biz....actually let me just get some coffee brewing and we'll talk buisness."

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <06-19-11/0809:08>
Mercedes politely shakes her head at the offer and smiles at Angel. "I will take you up on a cup of coffee, though."

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <06-19-11/0826:44>
"Coffee Angel, please." *frowns as he sits down* Angel can see there have been some definite changes in Woofer from the last time he saw him*
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <06-19-11/2003:14>
Walks Through Walls will look down and debate how long it would have taken her to have climbed up here for a minute and then walk over to the couch.

"Angel, thanks, but I'm good for now." and wait patiently for him to get down to business.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-21-11/0030:36>
Brian was paused still with the small pile of crystals perched on the end of his blade.  He looked left, then right, then back at Angel, and snorted it.
"Business before pleasure is for chodes."  His brain began to sparkle and pop, then harden, sharp like a razor.  He grinned the strangled grin of the speedfreak.  "I prefer pleasure before pleasure."

"So, what's the score?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-23-11/0031:34>
Angel smiles as he sees B.B.'s devilish grin.   "My thoughts exactly!"  He stands back up and as he makes his way towards the kitchen and lingers in the doorway looking back at you while he carries on about a few bits and pieces of information that he heard through his contacts. 

"Another little tidbit of information that you might not have been privy to is Germaine Robinson's most recent promotion.  Apparently Ares Macrotechnology finally saw the astute Regional Manager's potential through some recent acquisitions their subsidiary Visteon just completed in Seattle via their Hong Kong branch.  Well, anyways, one moment let me get on that coffee."


@B.B.:

An AR window for your eyes only flies in front of your field of view and it's an alert from your comm's Firewall alerting you to an unauthorized entrance in progress attempting to access your PAN illegally.  Your Analyze program begins deciphering the intruder's code and is having a very difficult time outputting diagnostics and calculating check-sums and within nano-seconds your personally scripted subroutines classify the icon as most likely a Technomancer accompanied by another Resonance based construct. 

[OOC: I assumed you had your PAN encrypted and you didn't detect the decryption attempt.  Your Matrix perception.  Analyze 6 + 1 skill + 3 NANs + 1 PuSHeD = (11d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3082842/).  The Technomancer has accumulated 11 hits on his hack attempt when he was detected by your Firewall.  Only B.B. Roll Matrix Initiative for now.  Technomancer Init: (11d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3082861/).  Technmancer Matrix Init score is 17.]   

Init Update: CT1 IP1: Technomancer 17
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-23-11/0212:42>
[OOC: Well, matrix init is physical init for AR, so, with the betameth that's Rea 7 +6 int = 13d6.hits(5) → [2,1,4,1,5,5,2,2,1,5,5,5,3] = (5) (http://invisiblecastle.com/roller/view/3082954/) 13+5 = 18.  Go, go, tweakin hacker!]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-24-11/1215:28>
@Everyone:

You can hear the clatter of porcelain coming from the kitchen as Angel prepares the coffee.

@B.B.:

As soon as your firewall alerts you, it goes into overdrive trying to cope with the Resonance code bein thrown at it and just as it manages to tag the intruder with a restricted alert, the technomancer pushes through and manages to circumvent the whole authentication protocol and enters your PAN with administration privileges.  You quickly begin to fine tune parameters on your Stealth program and as the intruder and its ally scan the node your persona remains thoroughly undetected.


[OOC: The Technomancer will use Edge to go first.  Since you didn't indicate that you wanted to use Edge in the case the intruder used it we'll just play it out with the Technomancer going first.  The original hacking roll i made for him was Hacking 4 + Exploit 6 + Sprite 6 + Hotsim 2 = (18d6.hits(5)=5, 18d6.hits(5)=6, 18d6.hits(5)=8, 18d6.hits(5)=11) (http://invisiblecastle.com/roller/view/3082836/), and your firewall's roll was Hacking 4 + Exploit 6 + Sprite 6 + Hotsim 2 = (18d6.hits(5)=5, 18d6.hits(5)=6, 18d6.hits(5)=8, 18d6.hits(5)=11) (http://invisiblecastle.com/roller/view/3082836/).  So you discovered him after his 2nd roll and a restricted alert was issued on him.  That makes new hacking threshold 16, but he gets in on his 3rd roll with a free action left.  Sprite's Initiative = (18d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3083440/).  Sprite's Analyze = (12d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3083490/).  B.B.'s Stealth 5 + Hacking 6 + NAN 3 + PuSHeD 1 = (15d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3083494/).  Technomancer tries to see you Analyze 6 + Computer 4 + Hotsim 2 + Technomancer 2 = (14d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3084596/).  B.B.'s Stealth 5 + Hacking 6 + NAN 3 + PuSHeD 1 = (15d6.hits(5)=11) (http://invisiblecastle.com/roller/view/3084600/).  Wow.  I'll give you a free point of edge for that roll.  He doesn't see you either.  It's your turn now.  Since there are now 2 admin's any commands you give your PAN will be an opposed test, but you will get a +4 for the restricted alert against the Technomancer. ]

Init Update: CT1 IP1: Sprite 25, BB 18, Technomancer 17
Edge: BB 3/3, Technomancer 4/5, Sprite 6/6
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-24-11/2242:40>
The sound of angel dropping to the floor instantly brought up visions of black IC and biofeedback in Brian's head.  He would not fuck around with this one.
"Shut off your comms!  Angel's too!"

[OOC:Using area option to attack both the mancer and the sprite with Attack 5 +4 skill +1 PuSHeD -1 multiple targets +3 edge = 12d6.hitsopen(5,6) → [3,[6, 1],[6, 6, 4],3,1,[6, 5],3,4,[6, 6, 6, 3],2,[6, 5],2] = (10) (http://invisiblecastle.com/roller/view/3085192/)  Jesus.  The kid is a monster.  Forgot the Targeting option that I bought for it.  That should be another +2 to roll up.  2d6.hitsopen(5,6) → [5,2] = (1) (http://invisiblecastle.com/roller/view/3085209/) So that's 11 hits in total.  Also, for scene reference, B.B.'s node is sculpted to look like a space station, Zero-G and all.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <06-26-11/1225:44>
She Who Walks Through Walls will turn off her commlink giving B.B. a puzzled look. "What's up?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <06-26-11/1829:42>
Mercedes shuts off her comm as well, looking around to see if there's anything out of the ordinary.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <06-26-11/2238:28>
Woofer shuts off his while standing, gun coming out.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-28-11/1331:56>
@Everyone:

You hear nothing but silence coming from the kitchen.


@B.B.:
(http://www.art.eonworks.com/gallery/sci-fi/alien_3d_scifi_landscape-200810-SM.jpg)

Your Attack program locks onto the female form of the Technomancer and the Sprite, the targeting option weeding out any possible exploits which could be used to corrupt their operating systems more effectively.  The energy burst slams the female icon and the little robot sprite into the walls of your Spacestation as the sculpting re-interprets the damage done to the icon as glowing cracks in her armor.


[OOC: Technomancer's Full D: Firewall 4 + Response 6 + Hacking 4 = (14d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3090048/).  Using Edge to reroll.      8d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3090051/).  That's 4 net hits.  That's 9 Matrix DV coming in at Technomancer.  System 6 + Armor 6 = (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3090059/).  Edge Reroll 9 (9d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3090063/).  Techno takes 2S.  Sprite Full D: Firewall 6 + Response 7 + Hacking 6= (17d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3090072/).  Wow.  Edge Reroll to stay preserve its existence.  16d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3090073/).  4 net hits.  9 Matrix DV incoming.  System (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3090074/).  Takes 7 boxes.  Since they both went full D, it's your turn again.]

Init Update: CT1 IP2: Sprite 25, BB 18, Technomancer 17
Edge: BB 2/3, Technomancer 2/5, Sprite 5/6
Wounds: Technomancer {2P, 2S}, Sprite{7M}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-28-11/1915:56>
Brian continued, knowing intimately how they couldn't log off or mess with anything as long as he had them on their heels.  In the red, flashing metal corridors representing his link, his monstrous icon continued to lash the intruders viciously.  He accompanied the latest attack with a message.  <<Argle-bargle>>

[OOC: same action as last time.  12d6.hitsopen(5,6) → [4,4,[6, 2],3,3,5,[6, 1],1,2,4,4,1] = (3) (http://invisiblecastle.com/roller/view/3090393/) much different result. Derp.  Forgot the targeting dice again.  2d6.hitsopen(5,6) → [1,3] = (0) (http://invisiblecastle.com/roller/view/3090429/) not that it mattered.  Would ahve mattered if I remembered, cause then I wouldn't have put the edge up front.]

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-30-11/0157:12>
@Everyone:

The silence from the kitchen continues.

[OCC:  Everyone make audio perception checks.  BB gets a -3 for his level of distraction. ]

@B.B.:

You attempt with your attack program to fill them with more malignant code in order to make their personas crash but this time you can tell the Technomancer and his companion have adapted and avoid your attack.


You see another robotic being appear and quickly get to work.  All of a sudden the Technomancer manages to force the system to issue an RA against you, and your icon lights up flashing red, but luckily as he attempts to override his own RA tag the Firewall holds strong. 


[OOC: Technomancer: Firewall 4 + Response 6 = (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3091770/).  Sprite: Firewall 6 + Response 7 = (13d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3091773/).  Technomancer uses simple action to call on another registered sprite.  Sprite2 Init: (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3092461/).   To see what the new construct is doing you need to spend a simple action Analyze in detail.  Technomancer uses a free action to attempt to issue an Alert against your access ID as well.  Hacking 4 + Exploit 6 + hotsim 2 = (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3092432/).  Gonna use Edge to reroll.   8d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3092434/).  Firewall 10 + System 5 = (15d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3092436/).  So you have a restricted alert on you as well.  Will use simple to issue command to cancel alert against himself.  Hacking 4 + Exploit 6 + hotsim 2 = (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3092441/).  Firewall 10 + System 5 = (15d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3092445/).  Failed.  Your turn. ]


Init Update: CT1 IP3: Sprite1:25, BB:18, Technomancer:17, Sprite2:15
Edge: BB 2/3, Technomancer 1/5, Sprite1 5/6, Sprite2 6/6
Wounds: Technomancer {2P, 2S}, Sprite{7M}

[Edited]


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <06-30-11/2107:01>
She Who Walks Through Walls listens still wondering what is happening.

OOC perception: intuition 4 +perception 3 -2 sustaining spell = 5d6:
5d6.hits(5) → [3,3,6,4,3] = (1)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <06-30-11/2247:29>
Mercedes is looking around the apartment, glancing nervously at B.B.

OOC: Perception check (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3093048/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-01-11/0109:47>
[OOC: The second sprite won't be able to act until the next initiative, same as with a spirit.  Can't enter in the middle of a pass.  Won't matter though.  Taking a Complex Action to change my commlink's access ID at the hardware level. Hardware + Logic (2).  This should boot all connections.  12d6.hits(5) → [3,4,2,1,2,6,4,4,2,4,2,6] = (2) (http://invisiblecastle.com/roller/view/3093230/)  BTW, I'm not sure if an alert can be set against the persona which that node is creating.  That's like if it was blocking its own access ID.  It don't think there are any rules about this though..]

Sighing, Brian grabbed the screwdriver from his jumpsuit pocket and quickly reset his commlink's ID, crashing all connections.  Now he had to clean up before the enemy hacker reacquired his signal, spoofed a new ID, hacked back in, and started screwing around again.  Plenty of time to catch his breath.

"No one's going to check out the crash in the kitchen?  Really?  Frag is wrong with you people.."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-01-11/1007:32>
At that, Woofer races into the kitchen to see if Angel is alright.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-03-11/1426:28>
@Woofer:

You enter the kitchen and see Angel across from the kitchen counter he's holding a tray with coffee cups on it and staring at you wide eyed.  A all you can make out from behind the side of the fridge is a Colt Manhunter pressed into his left temple.  You hear an electronically modified voice softly say.

"Hold it right there."

[OOC: Roll initiative if you want to act.]

@B.B.:

You change your commlink's Access ID and all subscriptions become terminated as they do not know how to route to your PAN.  As soon as they reaquire your PAN's access ID though, the access logs still have vaild accounts for the technomancer.  Since your persona is loaded to your commlink you are not logged off and the changing of your access ID removed the restricted alert on you. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-03-11/1848:47>
Mercedes watches as Woofer goes into the kitchen and then turns back to B.B. After a few moments, she'll yell out towards the kitchen, "Is everything okay in there?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-04-11/1018:19>
*Woofer lowers his gun, slightly* "I'm sure we can talk about this, I Angel can be an asshole, but putting a hole in his head won't help matters."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-05-11/2135:08>
Walks through walls wonders about the hanging silence, and B.B.'s agitation. Getting jumped at the meet just isn't right. She looks at Mercedes and mouths, "I have a spell so we can communicate through our minds. Yes or no?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-05-11/2224:42>
[OOC: I'd like to point out...
Brian scoped the place out with a professional's eyes, pinged his radar and scanned for hidden nodes.  Meanwhile he addressed their host, apparently the source of the Visteon job.
So, with UWB radar, I should know who or what is in the kitchen, and if it's a household drone or some such, I should have its ID to hack it.  I didn't roll the search for hidden nodes extended test, because, with 14 dice, I could buy the hits and have it done in 6 seconds.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-05-11/2306:26>
Mercedes looks at the kitchen, not getting a response and B.B.'s concentration, then nods at Walks.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-06-11/0421:29>
@B.B.:

You are only able to see the intruder's hand and gun poking out from behind the Aztechnology Subzero© refrigerator which you cannot see through and it becomes immediately apparent that one of the access ID's on your hidden node list must belong to him because it doesn't belong to any other typical household appliance or RFID tag.  You also find a smartgun node which is slaved to what probably is his PAN.  You start wondering how he got in, and an ARO from the apartments public node does show an open window in the kitchen. 

@Woofer:

A dark figure slowly appears partially from his cover behind the side of the fridge which faces the kitchen table.  He's wearing full KE combat regalia and his face is concealed by a helmet face mask.

(http://fc08.deviantart.net/fs44/f/2009/103/b/9/Soldier_by_Gryphart.jpg)

The electronically augmented voice responds.

"Detective Tyrone Yancy...  Marcus Steele, you and your associates are under arrest for the murder of Jeshua Robinson.  Get face down on the floor with your hands behind your head or your employer gets one in the head."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-06-11/0621:26>
She Who Walks Through Walls puts a hand on Mercedes shoulder as if to say don't rush in there, drops her mask spell and casts mindnet.

spellcasting 5 + magic 2= 7d6
7d6.hits(5) → [2,3,5,1,1,6,1] = (2)
Well it's enough to link us up.
She pulls back her hand and via the link asks Mercedes, "Can you hear me know?"

(OOC Those of us in the livingroom cannot see what exactly is happening in the kitchen at this point correct?)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-06-11/0747:55>
Mercedes nods, Yes. Brian? Marcus? Are you linked?
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-06-11/1223:53>
The whole team can only see Woofers back as he is just in the doorway to the kitchen.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-06-11/1404:51>
[OOC: Knowledge skill Law 12d6.hits(5) → [5,4,6,5,1,1,5,1,4,3,4,6] = (5) (http://invisiblecastle.com/roller/view/3099169/) Does this guy have any legal precedent for breaking and entering and taking hostages?  I kinda doubt it, but I don't know 6th world law.]

Brian loaded his spoof program and prepared to spoof the supposed detective's gun safety on.  As a backup, he cycled his encryption and sent out a message to his Fixer.
<<B.B.@[Mark Mothersbaugh's dead drop]:  M.M.  I'm sending 15,000 yen to an escrow and giving you the key.  If I contact you in the next few days, I'll probably need you to hire me a lawyer.  If not, I would like you to hire someone to kill the wife, child or other loved one of a man named Detective Tyrone Yancy.  Just deadpool it.  15,000 creds to whoever can "guess" the date that he/she/they die.  Hope it won't come to that, but I'm not leaving my cash for some pig fuck to take from me.  There's 2 grand in it for you.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-06-11/1735:30>
No. I have to touch them to include them. I was planning on bringing it up after the meet. Didn't know it would go sideways sorry.

She Who Walks Through Walls has a sheepish look on her face which almost hides the guilt she is feeling at leaving Marcus out on point alone.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-07-11/0855:44>
Woofer sighs, "let me guess, his father told you where to find us, the man that hired us to find him right?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-09-11/1606:58>
@Woofer: 

He ignores whatever you just said and proceeds in his electronically modified voice.

"You have the right to remain silent.  Anything you say can and will be used against you in an Ares Macrotechnology court of law.    You have the right to speak to an Ares Macrotechnology certified attorney.  If you cannot afford an attorney, Ares Macrotechnology will appoint one for you. Do you understand these rights as they have been read to you?"

An AR display appears in front of you with the same words he voiced. 

"Please don't try anything stupid, I can assure you you are quite surrounded and out-numbered."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-09-11/1831:50>
Through the link, "Ideas Mercedes?"

Then outloud, "Angel you OK?"
"B.B. woofer what do you think?"

(OOC Inca how big is the room we are in? How about the apartment from what we know?)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-09-11/2133:15>
Mercedes through the link, I'm not sure, but Marcus has been gone a while...

Mercedes starts walking to the kitchen. "Woofer? Angel? You okay in there?" She then goes into the kitchen and sees the current situation.

Walks, we got trouble in the kitchen. A man with a gun to Angel's head.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-10-11/2314:11>
[OOC: Again, enough UWB to see through two blast doors.  Any truth to this backup stuff?  Also, what do I need to do to isolate which ID is his?  A browse test?]

"I think that this guy is not only breaking and entering, and therefore legally within our rights to shoot dead, but, if he is who he claims, he is also violating international law by ignoring extraterritoriality and the due process of extradition.  If he was really a cop, he wouldn't have come in alone, and if he was backed up in any way by more Ares troopers, this would be a violation of UCAS sovereignty and an international incident.  An incident which I would be streaming live to several shadownets, you know, since I kicked his hacker buddy's ass the fuck out of my system.  Not to mention, the drek-head came in alone.  Cops don't enter alone, ever.  So I got a great fucking plan.  If Robocop is who he claims, he stops holding that man hostage, gives us his phone number, and we set up an appointment to talk.  Otherwise, I'll fuck his life so hard that his children will be born dead."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-11-11/0846:13>
Woofer listens to BB, and watches the 'cop' "Yes, I know my rights, and I know the case what evidence you have, which is nothing."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-14-11/1102:38>
(http://i772.photobucket.com/albums/yy5/Inca1980/Road2Redmond2_map1.jpg)


@B.B.:

Your radar scanner can see the the bedrooms behind the two doors and you can also see into the rest of the kitchen where there is a table with chairs and an open window.  You see nothing else threatening in the apartment.  When you look toward the front door you are able to scan into the hallway and you see 3 figures begin to make their way closer to apartment 560, the closest one about 5 meters away from the front door.   Just as soon as you see them all of a sudden your radar signal gets cut off by a jammer that must have just been turned on somewhere nearby. 

Nanites flood the occipital lobe of your juiced up brain as you begin to recall all your knowledge of UCAS law and it's quite obvious that whatever evidence they have is tenuous at best and that scares you even more.  You feel a smoking gun linking you to the "murder" would be way better than having Knight Errant after you on a "personal" vendetta just using the UCAS court order as a front for carrying out corporate business as usual.

@Everyone:

Detective Yancy's scoffing tone is evident through his electronic voice.

"We have a warrant for your arrest and as far as I'm concerned you could be Mary motherfucking Mercurial and it still wouldn't change the fact that we're gonna bring you in.  If you're not going to come with us willingly then it's just gonna have to be the hard way."

[OOC: Everyone roll initiative cuz the mindlink makes it so that all of you react through what mercedes sees, but for the first IP everyone except Woofer have to delay your actions until after Mercedes acts.  B.B. can also act against what he saw with his scanner.      Det. Yancy's init: (12d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3108745/).  Score= 14.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-14-11/1207:05>
[OOC:] HA! This will be fun...

Initiative Roll (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3108762/) + 7 = Initiative 8
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-14-11/1721:46>
Initiative: 8d6 natural +3 quickened increase reflexes -2 sustained spell= 9d6
9d6.hits(5) → [3,3,3,4,6,3,2,6,2] = (2)
so an initiative of 13 for She Who Walks Through Walls
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-14-11/2306:12>
OOC: 8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3109438/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-14-11/2314:49>
[OOC: How long would it take to wipe my link, and is it safe to assume that I'd have backups of my programs stored somewhere safe?]
"And now, after breaking and entering, hostage taking and attempted kidnapping, you finally mention warrants.  If there was going to be a court case, it would be over before it began.  You should tell your friends at the door to wait for me to open it.  You wouldn't want to add malicious destruction of property to the list of crimes you've committed today, would you, Detective Yancy?"

Init: Rea 7 + int 6 = 13d6.hits(5) → [5,2,6,2,4,1,6,3,2,1,1,1,1] = (3) (http://invisiblecastle.com/roller/view/3109443/) so, init 16.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-15-11/0427:50>

BB's Turn.
Initiative: BB 16, Yancy 14, Cynthia 13, Woofer 11, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-15-11/0526:51>
Complex action: Spoofing Yancy's gun to drop it's clip and activate the safety.  Spoof 3 +6 hacking +4 augs = 13d6.hits(5) → [2,6,6,3,6,6,4,2,6,3,6,1,2] = (6) (http://invisiblecastle.com/roller/view/3099874/)

Holding the free action for now.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-15-11/1137:30>
@B.B.:

[OOC: there's a rating 5 jammer active so you're comm still has signal, but your Radar isn't working.  Firewall 3 + System 3 = (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3110004/).  ]

@Woofer and Mercedes:

You see Det. Yancy suddenly jerk in surprise as the clip from the gun in his right hand drops from his weapon and clatters on the floor and almost in the same motion he raises his left hand toward Woofer with the fingers outstretched.  They pulse with glowing turquoise energy and he launches a ball of pure mana which spirals it's way toward the doorway of the kitchen then splits into two streams which each head toward Woofer and Mercedes separately.  As soon as the spell is sent hurtling down the mystic link Yancy spins back out of view behind the fridge. 

[OOC: Everyone can see what Mercedes sees cuz of Mindnet spell.  15d6.hitsopen(5,6) → [[6, 5],1,1,3,[6, 2],[6, 4],3,3,5,1,1,3,5,3,2] = (6).  Force 4 Stunball: Magic 4 + Spellcasting 4 + Combat Spell Focus 2 + Edge 5 = (15d6.hitsopen(5,6)=6) (http://invisiblecastle.com/roller/view/3110011/).  Last 5 are edge dice and there's 1 hit there which is not limited by force, so total hits are 5.  Woofer and Mercedes roll Willpower and since Cynthia didn't declare counterspelling on you guys it's not active as of yet.  I'll consider Mercedes behind partial cover so that's a +2 to your resistance test.  Yancy uses free action to slip back behind the fridge out of view.] 


Cynthia's Turn.
Initiative: BB 16, Yancy 14, Cynthia 13, Woofer 11, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2, Yancy 4/5
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-15-11/1229:03>
Mercedes grunts as the mana slams into her, knocking her for a loop.

Willpower Resistance + 2 Partial Cover (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3110083/) - That'd be 4 boxes of damage

{Health: 0 / 9P and 4 / 10S damage, -1 Wound penalty} | {Edge: 2 / 2}
{Defense: 3; Initiative: 7; IP's: 1} | {Ballistic Armor: 6; Impact Armor: 3}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-15-11/2022:18>
(OOC can Walks act on anyone since obviously it is on at this point?)

She Who Walks Through Walls will start spell defense for everyone (sorry I forgot to from the get go) and hold her actions at this point
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-16-11/0014:23>
((OOC: Boy am I screwed.))

3d6.hits(6)=2 (http://invisiblecastle.com/roller/view/3110841/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-16-11/0047:25>
[OOC:Trying to notice the spell casting.  Int 6 +2 skill +3 attn coprocessor +1 betel +3 vis enh -2 distracted = 13d6.hits(5) → [2,2,3,6,4,4,6,3,6,6,1,4,6] = (5) (http://invisiblecastle.com/roller/view/3110875/)
Moving around the south side of the couch
Free action to shout.]

"They're attacking us!"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-19-11/1202:25>
Woofer and Mercedes both get blown over backward from the jolt of mana.

Woofer's Turn.
Initiative: BB 16, Yancy 14, Cynthia 13 (holding), Woofer 11, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2, Yancy 4/5
Wounds: Woofer{4S prone}, Mercedes{4S prone}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-20-11/0908:30>
Woofer groans, but while on the floor, looks to see if he can under the fridge at the attacker.  "Angel, get out of the kitchen."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-20-11/1458:23>
You can't see under the fridge at all and Angel is just standing there, a gun may still be pointed at him.

[OOC: I"ll assume Woofer is holding all his actions and Mercedes can act now and Woofer can act also.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-21-11/0624:26>
She Who Walks Through Walls is continuing to hold her action, but if any of the people in the hall enter the room she will be acting on them
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-21-11/0744:15>
Mercedes scoots back so that she has more cover from the doorway and pulls out her pistol. Glancing into the kitchen, she sees Angel still standing there. He's going to get himself killed like that.

Commanding Voice - Cha 8 + Leadership 5 + Kinesics 3 (16d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3118120/)

"Angel, get DOWN!"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-21-11/1136:39>
Angel falls to the floor on his stomach as if his legs have given out from under him and he stares straight at Mercedes with his eyes wide.  He mouths almost inaudibly:

"I'm sorrrrrry.... I fucked up!"

BB's turn.
Initiative CT1, IP2: BB 16, Yancy 14, Cynthia 13, Woofer 11, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2, Yancy 4/5
Wounds: Woofer{4S prone}, Mercedes{4S prone}


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-22-11/2202:47>
Angel's was so close to his loft, that Brian hadn't bothered to bring a weapon besides his stun baton.  Since he wasn't going to be much help in the fight, he might as well take defensive action and make this whole debacle into a juicy piece of blackmail, or court evidence.  After all, this whole action by Ares was illegal.  The supposed crime they're hoping to pin on them didn't even not-actually-happen on Ares soil, so it couldn't be tried in Ares courts.  This whole setup was noting more than a kidnapping at best, and Brain was determined to catch it all with his audio and vid feed.  He slotted a chip into his link and began to backup everything to solid media.  All his programs and all his data, as well as the recording of their current situation.

[OOC: Taking actions to mess around with his comm.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-24-11/0541:44>
Yancy's Turn.
Initiative CT1, IP2: BB 16, Yancy 14, Cynthia 13, Woofer 11, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2, Yancy 4/5
Wounds: Woofer{4S prone}, Mercedes{4S prone}


[OOC:  Yancy ducks out from full cover to good cover, uses a simple to ready a flash-bang grenade and then another simple to throw it.  Scatter: (2d6=9) (http://invisiblecastle.com/roller/view/3121471/).      Yancy: Throwing Weapons 2 + Agility 6 + From Cover -2 + Edge 5 = (11d6.hitsopen(5,6)=4) (http://invisiblecastle.com/roller/view/3121472/).  Scatter reduced to only 1 meter.  direction (1d6=1) (http://invisiblecastle.com/roller/view/3121473/).

(http://i772.photobucket.com/albums/yy5/Inca1980/Road2Redmond2_map2.jpg)

[OOC: the orange dot is where it originally was intended to go, and the cheyenne is the blast center and the 10 meter radius.  It will go off on Yancy's turn on the next IP (Intiative Score 14, CT1, IP3).  Everyone just roll initiative also to prepare for next CT.]

Those who have 3rd IP can act.
Initiative CT1, IP3: BB 16, Yancy 14, Cynthia 13, Woofer 11, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2, Yancy 3/5
Wounds: Woofer{4S prone}, Mercedes{4S prone}


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-24-11/0821:31>
Initiative Roll: Init [7] - 1 Wound (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3121620/)

Initiative 8, again.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-24-11/0836:11>
( OOC We also have the rest of IP 2 after Yancy correct?)

To Mercedes through the link, "Should I try to clear the grenade to the front door or back to Yancy?"

Initiative roll 8 Intiative +3 increased reflexes-2 sustained spell=9d6
9d6.hits(5) → [6,2,6,4,3,3,4,6,4] = (3)
So an initiative of 14 for Walks Through Walls
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-25-11/1807:56>
[OOC: Int 6 + 2 skill +3 attn +3 vis enh + 1 betel -2 distracted= 13d6.hits(5) → [1,2,5,1,3,5,6,6,6,5,4,5,3] = (7) (http://invisiblecastle.com/roller/view/3124071/)  nice... refreshes edge maybe?  Here's next round's initiative 12d6.hits(5) → [2,3,3,2,2,6,1,6,1,2,3,2] = (2) so 14 (http://invisiblecastle.com/roller/view/3124710/)]

"Bang out!"


[OOC: Taking 3rd Initiative pass now.  Cynthia has 4 passes thanks to quickened Increase Reflexes.  Spoof 3 + 6 hacking +1 PuSHeD = Buying the 2 hits.]
Brian again Spoofed a new ID to keep intruders scrambling as he finished copying everything to a hard backup.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-25-11/2225:06>
((Init roll: 8d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3124437/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-26-11/1646:30>
B.B. gets only a quick look at the projectile Yancy tossed into the living room but his cyber-eyes make out clearly the engraved markings which mark it as an Ares Punkbuster flashbang grenade.  He quickly ducks fully behind the couch.

After hearing the a few thuds on the carpet the deafening WOMP of the explosion slams into Mercedes, Woofer, Cynthia, Angel, and even Yancy's head gets thrown back with considerable whiplash. 

[OOC: Grenade goes off on Init Score 16 from last CT.  Yancy didn't have full cover so he'll resist 6S, AP -3.  Body 4 + Bone Lacing 2 + Ballistic 14 + AP -3 = (17d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3125073/).  He takes 3S.  Everyone else except B.B. do a damage resist of 6Sk with -3 AP.  ]

Yancy's Turn first since his Edge is higher.
Initiative CT2, IP1: Yancy 14, BB 14, Cynthia 14, Woofer 10, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2, Yancy 4/5
Wounds: Woofer{4S prone}, Mercedes{4S prone}, Yancy{3S}


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-26-11/2318:05>
Luckily, Mercedes had fallen back and rolled over onto her stomach, keeping most of the bang from affecting her.

Willpower [4] + Edge [2] (6d6.hitsopen(5,6)=3) (http://invisiblecastle.com/roller/view/3125754/) (Figured it was a good time to spend some Edge to make sure she doesn't get knocked out)

{Health: 0 / 9P and 7 / 10S damage, -2 Wound penalty} | {Edge: 1 / 2}
{Defense: 3; Initiative: 7; IP's: 1} | {Ballistic Armor: 6; Impact Armor: 3}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <07-28-11/2002:04>
Woofer rolls to try to minimze the damage.

13d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3128632/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-30-11/1102:14>

Initiative CT2, IP1: Yancy 14, BB 14, Cynthia 14, Woofer 10, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2, Yancy 4/5
Wounds: Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{3S}


As soon as Yancy recovers from the blast back of his own grenade he stretches out his hand, half his body the fridge and his gloved hand crackles with far more energy than the first blast of mana and he releases it.  As it snakes toward Mercedes and Woofer you notice that he groans under the strain of holding the stream. 

[OOC: 15d6.hits(5) → [2,3,5,2,1,3,2,6,4,4,2,3,2,2,5] = (3) Magic 4 + Spellcasting 4 + Combat Focus 2 + Edge 5 = (15d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3130730/).  Rerolling the 6.  1d6=3 (http://invisiblecastle.com/roller/view/3130731/).  Drain is 5P.  Logic 4 + Will 6 = (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3130732/).  He takes 3P.  Mercedes Woofer resist with Will + Counterspelling 5 since Walks specialized it in combat spells.]



B.B.'s Turn
Initiative CT2, IP1: Yancy 14, BB 14, Cynthia 14, Woofer 10, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 2/2, Yancy 3/5
Wounds: Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{3S, 3P, stimpatch5}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-30-11/1520:48>
[OOC: What force was the spell?]

Will + Counterspelling (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3130951/)

Mercedes feels the magic wash over her, but instead of knocking into her, it diverts around her, leaving her unaffected.

{Health: 0 / 9P and 7 / 10S damage, -2 Wound penalty} | {Edge: 1 / 2}
{Defense: 3; Initiative: 7; IP's: 1} | {Ballistic Armor: 6; Impact Armor: 3}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-30-11/2012:31>
[OOC: What force was the spell?]

Will + Counterspelling (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3130951/)

[OOC: Force 8. Simple action: ready weapon.  Free action Run.  Simple action: sprint str 3 + 4 running = 7d6.hits(5) → [6,5,3,5,4,6,2] = (4) so he travels 8 meters more this turn for total of 9.3 meters this pass.]

Satisfied that his comm backups were running, Brian charged toward the kitchen, taking his stun bat in hand.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-30-11/2154:07>

Cynthia's Turn.
Initiative CT2, IP1: Yancy 14, BB 14, Cynthia 14, Woofer 10, Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 1/2, Yancy 3/5
Wounds: Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{3S, 3P, stimpatch5}


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-31-11/0617:26>
Via the link with Mercedes, "I'm dropping the spell. I need all of my concentration, and time for stealth is over."

Drop the spell and conjure up a watcher spirit.

Magic 2, conjuring 2= 4d6
4d6.hits(5) → [5,4,5,1] = (2)

Resist drain: wil 4 + chr 5= 9d6
9d6.hits(5) → [4,5,3,5,6,5,6,5,2] = (6)
drain resisted
To the watcher, "Go into the hallway outside the apartment and let me know what is happening."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-01-11/1214:28>
@Walks:

The watcher spirit crosses into the hallway and from the astral sends an image into your mind of 4 auras crouched in the hallway up against the wall.  The two closest ones are on either side of the door and the two other ones are about 5 meters behind on each side.  The watcher doesn't understand much more detail than that and since the images are always filtered through its own primitive mind first you can't determine anything else about the aura's. 

Woofer's Turn.  Mercedes can go too.
Initiative CT2, IP1: Yancy 14, BB 14, Cynthia 14, Woofer 10,Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 1/2, Yancy 3/5
Wounds: Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{3S, 3P, stimpatch5}


@Woofer:
[OOC:  Roll your spell resistance first of all.  Remember, if you wanna get up from prone you need to do a Body + Willpower (2) test and wound modifiers apply.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <08-03-11/0934:15>
((First, Spell resistance 3d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3136066/) ))

((Second, can I see any part of Yancy from where I am, under the fridge?))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-03-11/1017:41>
@Woofer:

Walks Through Walls manages to bend the mana from the spell around your form and it doesn't even touch you as you lay there on the ground looking straight at Yancy. 

[OOC: you're also gonna get Walks' Counterspelling, so i'll just roll that for you.  Counterspelling (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3136114/).  So you have 4 hits and you beat the spell.  Half of Yancy form is peering out from behind the fridge and he's behind good cover.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <08-04-11/0749:20>
Woofer pulls out his gun and shoots at what he can see under the fridge. ((Loaded with Stick and shock ammo))

((Shot, with the -2 for the wound, 11d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3137285/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-06-11/0253:27>
[OOC: Yancy: Reaction 6 + Good Cover 4 + Wound -1 = (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3137440/).  That's 6S + 3 net hits = 9S.  Yancy: Body 4 + Bone lacing 2 + 1/2 Impact 6 + Nonconductivity 5 = (17d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3137442/).  Edge reroll = (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3137578/).  He resists the damage completely and i'll rule that since Armor soaked the electricity it's not a "successful Electricity Damage attack" and thus there's no secondary effects.]

Woofer's Stick'n'Shock round slams into Yancy but you see the arcs of current dissipate and don't seem to phase him through his armor. 

Yancy's Turn.
Initiative CT2, IP2: Yancy 14, BB 14, Cynthia 14, Woofer 10,Mercedes 8
Edge: BB 2/3, Cynthia 3/3, Woofer 3/3, Mercedes 1/2, Yancy 1/5
Wounds: Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{3S, 3P, stimpatch5}

You hear Yancy utter a few latinate sounding syllables and almost instantly a ball of fire appears in front of him about 2m in from the kitchen doorway.  It grows and grows and as it accrues mass it takes on somewhat of a humanoid shape and you suspect that he has called upon a fire elemental which is bound into service.  The air current eddies produced by the intense heat causes your hair to whip about as if wind were blowing through the apartment.

[OOC: Used simple to call spirit.  Uses another simple to command it.  Elemental spends it's turn using a complex action to materialize.   Technically it's B.B. and Cynthia's turn, but since you are all on a team i'll say any of you can act in the order you wish.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-07-11/1957:06>
Yancy shouts out in his electronically modified and amplified voice: 

"I repeat one last time.  Surrender your weapons and submit to Knight Errant authority.  Failure to comply will be met with lethal force."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-08-11/0321:58>
Seeing the Elemental appear, Brian switched his target. "All I got is this stick!  You can have it!"

[OOC: Free action run
Complex action melee attack on fire elemental  Agl 6 + 3 skill + 2 charge attack +1 reach +3 edge (+2 touch) = 17d6.hitsopen(5,6) → [5,5,[6, 2],[6, 3],5,4,5,[6, 3],5,4,5,4,3,3,4,5,3] = (10) (http://invisiblecastle.com/roller/view/3142105/)  Base DV of AZ-150 is 7S(e) -half AP  (9 hits if it's not considered a touch attack, I wasn't sure how you wanted to handle electricity still.)]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-08-11/2311:43>
@B.B.:

As the humanoid of churning flames begins to take a more well defined form it sprouts wings of fire and several kitchen towels ignite.  You lunge at the angel of fire with your stun baton in hand, the tip glowing with a small arc of current, and plunge it into the unbearable heat, your eyes squinting and sweat dripping off your brow.  Current arcs across and through it and the creature yells out with an infernal moan.

[OOC: Reaction 6 + Unarmed 5 + Edge 5 = (16d6.hitsopen(5,6)=5) (http://invisiblecastle.com/roller/view/3143114/). Reaction is actually 8. 2d6.hitsopen(5,6)=1 (http://invisiblecastle.com/roller/view/3143141/).  4 net hits, DV is 11S(e).  Body 5 + 1/2 Armor 5 + Edge 5 = (15d6.hitsopen(5,6)=3) (http://invisiblecastle.com/roller/view/3143116/).  Woops body actually 6.  1d6.hitsopen(5,6)=1 (http://invisiblecastle.com/roller/view/3143142/).  That's 1 more hit and Fire spirit takes 7 DV.  You must resist 5P from Flame Aura with half impact plus fire insulation.   Regardless of the outcome, still roll Edge (2) to see if part of your clothes ignite.  If so then you must spend a simple to put out flame and roll Reaction + Agility.  Each hit will kill one point of flame power which is 5P/CT suffered at the end of a CT.

Rolling Matrix Perception for you.  Since you're AR and in Combat i'm putting in a distracted modifier.  Analyze 6 + 1 skill + 3 NANs + 1 PuSHeD + Destracted -2 = (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3143156/).]


Despite the intense heat you still notice with your multi-tasking mind an ARO in your FOV which shows you that someone has just recently disabled the Utilities node in the apartment and all normal functions such as smoke alarms and toasters have been shut off. 

[OOC: Fire elemental's initial initiative: (13d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3143161/).  Score is 17, downgraded with wound to 15. 

The rest of you can act.
Initiative CT2, IP2: Fire 15, Yancy 14, BB 14, Cynthia 14, Woofer 10, Mercedes 8
Edge: BB 1/3, Cynthia 3/3, Woofer 3/3, Mercedes 1/2, Yancy 1/5, Fire 3/5
Wounds: Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{3S, 3P, stimpatch5}, Fire{7}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-09-11/0339:24>
[OOC: 6 Impact/2 = 3 +2 fire resistance = 5+3= 8d6.hits(5) → [2,3,3,4,5,4,3,4] = (1) (http://invisiblecastle.com/roller/view/3143348/)  5P isn't enough to beat the armor + resistance, so it's stun damage.  Edge roll 3d6.hits(5) → [6,5,1] = (2) <Not a use of edge, this is to see if the clothes burn. (http://invisiblecastle.com/roller/view/3143350/)

Brian lashed out with his AZT-150 stun baton, managing to discharge it deep in the ectoplasmic center of the fire elemental, but not without consequence.  When the creatures fiery wings appeared, B.B. was caught in the face by the creature's wing, and lightly scorched.  Luckily it wasn't enough to set his duds on fire.  Thank ghost for industrial fabrics.

"Walks, tag the thing!"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-09-11/0630:16>
Walk Through Walls quickdraws her pistol.
"Mercedes I'm dropping the spell. Time for stealth is over and I need to concentrate fully on the elemental."
Walks through Walls stops maintaining the mindnet spell.
(OOC agility 6+ pistol 1= 7d6) (Do I get the 2 dice for specialization?) (Also I have 1 rank in palming can that assist?)
7d6.hits(5) → [1,4,1,3,2,6,6] = (2)
2d6.hits(5) → [3,1] = (0)
1d6.hits(5) → [2] = (0)  (In case they can be used I rolled the specialization and palming dice seperately)
(we guess it doesn't matter either way)

The pistol doesn't come cleanly out of the holster and Walks makes a mental note to practice this some so she can do it next time everyone's lives are on the line. Fires her taser at the fire elemental.
Using edge on the roll.
(OOC agility 6 + 1 pistols + 2 specialization + 2 edge= 11d6)
11d6.hits(5) → [1,4,6,2,5,1,5,6,6,6,5] = (7)
(4 sixes to reroll) 4d6.hits(5) → [6,3,4,5] = (2)
(1 six to reroll) 1d6.hits(5) → [1] = (0)
So a total of 9 hits (Hopefully this will get the elemental's attention)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-10-11/1123:19>
@Walks:

The taser round flies over the heads of BB and Woofer while the fiery angel weaves to avoid it but the probe still hits it in the wing and you see a little bluish spark but it seems to not  phase it too much. 

[OOC: Reaction 6 + Edge 5 = (11d6.hitsopen(5,6)=7) (http://invisiblecastle.com/roller/view/3144957/).  Oops, Reaction is 8 but With -2 wound that i also forgot we'll keep it as is.  2 net hits.  8S(e) incoming.      Body 5 + 1/2 Armor 5 + Edge 5 = (15d6.hitsopen(5,6)=7) (http://invisiblecastle.com/roller/view/3144961/).  Ahh..Body 6.  1d6.hitsopen(5,6)=0 (http://invisiblecastle.com/roller/view/3144984/).  It takes 1S.  Ignore the big circle on the map....forgot to remove it.  Remember that Mercedes and Woofer are prone so need to spend a simple to do a Body + Will (2) test if they wanna get up.]

(http://i772.photobucket.com/albums/yy5/Inca1980/Road2Redmond2_map3.jpg)

Anyone with a 3rd IP or who spends Edge for a 3rd IP can act.  Everyone also roll init.
Initiative CT2, IP3: BB 14, Cynthia 14, Woofer 10, Mercedes 8
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 1/2, Yancy 1/5, Fire 1/5
Wounds: BB{4S, -2 wound}, Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{3S, 3P, stimpatch5}, Fire{7S,1S}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-10-11/1804:12>
Walk fires her taser again.

(agility 6 + 1 pistols + 2 specialization= 9d6)
9d6.hits(5) → [4,5,2,2,6,5,6,4,3] = (4)

If the elemental goes down I will fire on Yancy with the second shot otherwise I shoot the elemental again.
(agility 6 + 1 pistols + 2 specialization - 1 recoil= 8d6) (take the last die off if shooting Yancy)
8d6.hits(5) → [3,1,1,5,5,6,5,4] = (4)

(Has my watcher gotten into the hallway yet?)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <08-10-11/1927:22>
Initiative 8 = 7 + Initiative - 2 Wound (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3145578/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-10-11/2029:33>
Initiative for Walks Through Walls
initiative roll 10d6:
10d6.hits(5) → [4,1,4,1,2,2,4,5,1,6] = (2)
So an initiative of 10+2=12

(OOC Doesn't Walks get a 4th IP since the increase reflexes is +3IP and +3 initiative and she naturally has 1?)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-10-11/2344:36>
[OOC:  In addition to the -2 wound penalty, there's a -3 to dodging while in melee, so that's -5 dice.   Should have been 3 net hits, putting the spirit at 9S total.  Hurp, nevermind.  Forgot the Reaction difference. Holding 3rd IP actions to see how Walks' and Woofer's shots land.]

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-11-11/1051:26>
@Walks:

Your uncanny speed fueled by a powerful magic is quite obvious as you let off taser rounds in rapid succession, the fiery angel coping with them as best as it can but you see it double over slightly as the last round sparks and sections of it seem to begin to smolder and turn black with only cracks of orange magma releasing a few tongues of flame. 

[OOC: Reaction (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3146346/).  -2 Wound doesn't change it..oh and -2 for already dodging 2 attacks doesn't change it either.  Incoming 9S(e).  It'll use it's last Edge point.  Body 6 + 1/2 Armor 5 + Edge 5 = (16d6.hitsopen(5,6)=9) (http://invisiblecastle.com/roller/view/3146356/).  It soaks the damage.  Second shot: Reaction 8 + wound -2 = (6d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3146359/).  Should also be another -3 for third defense, that leaves 3 hits.  7S(e) incoming: Body 6 + 1/2 Armor 5 = (11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3146364/).  Takes 2S, giving it 10S total damage.  I think you have 1 taser round left.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-11-11/2059:33>
@Walks:

Your uncanny speed fueled by a powerful magic is quite obvious as you let off taser rounds in rapid succession, the fiery angel coping with them as best as it can but you see it double over slightly as the last round sparks and sections of it seem to begin to smolder and turn black with only cracks of orange magma releasing a few tongues of flame. 

[OOC: Reaction (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3146346/).  -2 Wound doesn't change it..oh and -2 for already dodging 2 attacks doesn't change it either.  Incoming 9S(e).  It'll use it's last Edge point.  Body 6 + 1/2 Armor 5 + Edge 5 = (16d6.hitsopen(5,6)=9) (http://invisiblecastle.com/roller/view/3146356/).  It soaks the damage.  Second shot: Reaction 8 + wound -2 = (6d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3146359/).  Should also be another -3 for third defense, that leaves 3 hits.  7S(e) incoming: Body 6 + 1/2 Armor 5 = (11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3146364/).  Takes 2S, giving it 10S total damage.  I think you have 1 taser round left.]

[OOC: Ranged defense modifiers:  Defender in melee targeted by ranged attack = –3.  Since Bee Bee engaged the spirit in melee (pretty much the reason why he did this,) it should have a minus 3 to dodge any bullets coming its way.  That means the first defense should have been Reaction 8 -2 wound -2 previous attacks -3 defender in melee for only 1 die on defense, which was a miss.  So, the ghost soaks 9 out of 10 stun, and is at 9S total, for -3 to his actions.  So, on the second defense, it would be Reaction 8 -3 wound -3 previous attacks -3 dodge in melee for 0 dice.  That's an auto-connect, with 4 hits, the ghost sucks down 10S, soaking 5 and getting disrupted.

BTW, Woofer, your 2nd IP is still waiting.  I guess we're presuming it's held?]

Brian saw the spirit crumple and dissipate and he turned his attention to the invading mage.
"You shoulda talked to us Yancy - Insteada hiding behind this fake cop bullshit.  Now you're not a fake cop, you're a hostage."

[OOC: Complex action: Melee attack - agl 6 + 3 skill +1 personalized grip + 2 touch only -2 wound (low pain tolerance) = 10d6.hits(5) → [6,2,6,5,2,6,1,6,1,5] = (6) (http://invisiblecastle.com/)  Free action: talkin.  Next Initiative Rea 7 + 6 int -2 wound = 11d6.hits(5) → [6,2,1,1,4,3,6,5,5,1,3] = (4) (http://invisiblecastle.com/roller/view/3147174/) +13 Init = 17]


{Health: 0 / 9P and 4 / 11S damage, -2 Wound penalty} | {Edge: 1 / 3}
{Defense: 7/10 11/13; Initiative: 10(13); IP's: 3} | {Ballistic Armor: 8; Impact Armor: 6}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-12-11/0600:54>
Walks through Walls ejects her almost spent clip the old fashion way since her slaved smartlink is down with her coms.
"B.B. is the kitchen secure?"
She slams home the new clip ready for the four in the hallway that the watcher had told her about. She had seen enough trids to know they were about to breach the door.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <08-12-11/0817:28>
Inititiative roll : 7d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3147556/) ((total 11 with 2IP))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-13-11/0621:45>
As Walks Through Walls' last taser round discharges into the fiery angel you see it begin to extinguish and become a floating ball of ash which suddenly disperses in a grey puff.  Yancy's face is not visible behind his mask but it's apparent he is rather shocked by the disappearance of his minion.  He suddenly takes a few steps back as B.B. relentlessly dives toward him covered in black soot with his stun baton discharging.  The little hacker hits the detective right in a joint in between two plates of his armor and Yancy jolts backwards and his convulsion sends him flying backwards to the ground.

[OOC: Yancy's defense: Reaction 6 + Unarmed 3 + Wound -1 = (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3148457/).  8S(e) incoming.  Yancy: Body 6 + 1/2 Impact 6 + Non-conductivity 5 = (17d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3148458/).  He takes 5S.  Secondary effects:  Yancy: Body 4 + Will 6 = (10d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3148459/).  He has -2 disorientation for 4 CT's.  Yancy Init: 12 + disorientation -2 + wound -2 = (8d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3148461/).]

Just as Walks changes the clip on her taser some kind of small explosion discharges at the door and it flies open swinging on it's hinge and slamming into the wall and she sees two Knight Errant Strike Team cops taking cover behind the doorway but leaning in with assault rifles drawn. 

[OOC: Cops Init: (9d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3148471/).

B.B.'s Turn.
Initiative CT3, IP1: B.B. 17, Yancy 13, Cynthia 12, Woofer 11, Cops 10, Mercedes 6
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 1/2, Yancy 0/5
Wounds: BB{4S, -2 wound}, Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{3S, 3P, 5S, stimpatch5,-2(e)/4CTs, prone}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-13-11/0944:35>
[OOC:  Holding complex for interrupt.  If Yancy takes any action besides yielding, he's interrupting to attack.  Should be Agl 6 +3 skill +1 grip +2 touch +3 opponent prone -2 wound = 13d6.hits(5) → [4,1,1,1,3,4,1,5,4,3,4,5,6] = (3) (http://invisiblecastle.com/roller/view/3148595/) Forgot reach 1d6.hits(5) → [1] = (0) (http://invisiblecastle.com/roller/view/3148604/)  Free action speak.]

"An Ares warrant means frag-all in UCAS territory!  This is an international, criminal action, and it is being recorded!  Yield!"

{Health: 0 / 9P and 4 / 11S damage, -2 Wound penalty} | {Edge: 0 / 3}
{Defense: 7/10 11/13; Initiative: 10(13); IP's: 3} | {Ballistic Armor: 8; Impact Armor: 6}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-19-11/0724:11>
@B.B.:

You see Yancy weakly stretch out his hand towards you and begin to cast a spell which starts to gather a meager amount of energy.  Without a moments hesitation you jam the baton into Yancy's torso once more which lies outstretched at your feet and you watch as he convulses several times before his helmeted head goes THUMP on the kitchen floor and he's rendered unconscious.

[OOC: Yancy's defense: Reaction 6 + Unarmed 3 + Wound -2 + Disorient -2 = (5d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3155561/).  Forgot Defender Prone -2 which knocks it down to 2 hits.   Yancy's damage soak: Body 6 + 1/2 Impact 6 + Nonconduct 5 = (17d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3155565/).  Takes 3S.  Unconscious.] 
(http://i772.photobucket.com/albums/yy5/Inca1980/Road2Redmond2_map5.jpg)

Cynthia & Woofer's Turns
Initiative CT3, IP1: B.B. 17, Cynthia 12, Woofer 11, Cops 10, Mercedes 6
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 1/2, Yancy 0/5
Wounds:BB{4S, -2 wound}, Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{unc.}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-19-11/1733:50>
Walks Through Walls turns her attention to the two visible at the door and hopping they don't have more magical backup casts hot potato at them.

( O.O.C. Casting force 6 spending edge)
(spellcasting 5 + magic 2+ 2 mentor bonus+ 3 edge= 12d6)
12d6.hitsopen(5,6) → [5,4,5,2,[6, 5],[6, 5],2,2,[6, 5],1,[6, 3],3] = (9)
(wow that is a nice roll. Since 3 of the successes are from edge rerolls is it capped at 6 or do I get all 9 successes?)

Drain: (6/2-1 for 2DV)
Wil 4 + chr 5=9d6
9d6.hits(5) → [4,3,5,6,1,1,2,4,2] = (2)
(Well there is the other side of the coin, but no drain at lest)

She who Walks Through Walls shimmers with an image of a maiden as the spell casts and her concentration never wavers as she sweats slightly as the magic starts to take effect on those at the door. "I've got the door for the moment, but don't charge them. Is there another way out?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-20-11/1505:36>
@Walks:

[OOC: Cops spell resist: Will 4 + Good Cover 4 = (8d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3157113/).  That's 4 net hits for a -4 if C1 holds metal.  Cops spell resist: Will 4 + Good Cover 4 = (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3157114/).  -8 if C2 holds metal.  I"ll say C2 definitely throws his gun down, but i'll roll composure at -4 for C1.  C1 Composure: Will 4 + Cha 3 + hotpotato -4 (3)= (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3157116/).  He drops it too.  That's all the metal I feel they would be touching.] 

You see the two Strike Team cops suddenly yelp and throw their weapons on the floor and clutch their hands as they feel the illusion of a white hot heat coming off anything metal they might be touching. 

Woofer's Turn.
Initiative CT3, IP1: B.B. 17, Cynthia 12, Woofer 11, Cops 10, Mercedes 6
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 1/2, Yancy 0/5
Wounds: BB{4S,-2 wound}, Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{unc.}


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <08-20-11/1510:13>
*takes a bead at Yancey* "We need an exit quick.." *switches clips to explosive*

*holding the rest of the action*
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-21-11/1608:16>
[OOC: What floor are we on?]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-21-11/2120:36>
(OOC the 5th floor is what was said when Inca set the scene)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-23-11/2050:17>
The cops that threw down their weapons in pain quickly retreat and two different cops switch places with them and open fire from the cover of the doorway, the left one at Walks Through Walls, the right one at Mercedes.  There fire becomes very erratic as you notice them contorting in pain as they feel their guns searing into their flesh.

[OOC:  Both use free action to move.   Now they resist spell.  Cops resist: Will 4 + Good Cover 4 = (8d6.hits(5)=2, 8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3161982/).  That's -7 for C3 and -8 for C4.  C3 opens fire at Walks.  C3's WLB: Automatics 5 + Agility 5 + Smartgun 2 + Firing from Cover -2 + WLB -5 + RC 5 = (10d6.hits(5)=3)] (http://invisiblecastle.com/roller/view/3160951/).  With the -7 that's 1 hit.  That's -5 to your defense for WSB.   2nd Shot at Cynthia Misses.  C4 opens fire at Mercedes now.   C4's WLB: Automatics 5 + Agility 5 + Smartgun 2 + Firing from Cover -2 + Recoil -5 + RC 5 = (10d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3160956/).  With the -8 that's only 1 hit.   Second shot, C4's WSB: Automatics 5 + Agility 5 + Smartgun 2 + Firing from Cover -2 + Recoil -8 + RC 5 = (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3160957/).   -8 kills entire dicepool.

 So to summarize, Cynthia needs to defend against a WLB (-5 to defense)  with 2 hits and a WSB (-2 to defense) with 1 hit, Mercedes against only a WLB with 1 hit.   



Mercedes Turn.
Initiative CT3, IP1: B.B. 17, Cynthia 12, Woofer 11, Cops 10, Mercedes 6
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 1/2, Yancy 0/5
Wounds: BB{4S, -2 wound}, Woofer{4S,3S prone}, Mercedes{4S, 3S prone}, Yancy{unc.}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <08-23-11/2326:12>
[Once more, with feeling]

By some extraordinary chance of fate, the bullets from the KE officer barely miss her Longshot test (2d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3163452/). Thanking whatever providence threw her way, she crawls to the cover of the kitchen. Once there, she mimics Yancy's voice and Commands them to "Stand down! Stand down!".

Voice Control - Mimic Yancy Charisma [8] + Con [5] + Imp Ability [1] + Kinesics [3] - Wound [2] (15d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3163476/) - Opposed by their Intuition + Perception
Commanding Voice - Charisma [8] + Leadership [5] + Kinesics [3] - Wound [2] (14d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3163477/) - Opposed by their Charisma + Leadership

{Health: 0 / 9P and 7 / 10S damage, -2 Wound penalty} | {Edge: 0 / 2}
{Defense: 3; Initiative: 7; IP's: 1} | {Ballistic Armor: 6; Impact Armor: 3}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-24-11/0234:31>
 :o
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-25-11/0624:18>
Walks Through Walls sees the hail of bullets coming her way, and realizes that they are determined to hit the group hard. With the slight distraction of sustaining the spell she sees no way to avoid all of the bullets and tenses her body to survive the hits.

(OOC even with a full dodge I'll have a 0 dice pool so here we go.)

Body 3 + chameleon suit 6 = 9d6
9d6.hits(5) → [3,1,1,6,4,2,1,4,5] = (2)
so that's 4 stun
To resist the electrical effects
Wilpower 5 +armor 1=6d6
6d6.hits(5) → [6,6,6,1,2,1] = (3)
So I think that means I resisted the electricity

The stick=N-Shock smack into her and she feels its current as it arcs through the couch into the floor, but doesn't feel any of the lasting electrical effects.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-25-11/1922:03>
@Walks:
The jolt from the stick'n'shock rounds which peg you jerk your body backward and you fall to the ground prone. 

[OOC: That's a Body + Will + modifiers (2) test to stand up with a simple action.  Roll Spellcasting + Willpower + mods (3) in order not to drop the spell you're sustaining since you got hit.]

@Mercedes:

The two guards who opened fire quickly flip back around into the hallway cursing audibly. 

[OOC: Resistance for Cops 1 & 2.  Int 4 + Perception 4 = (8d6.hits(5)=3, 8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3163693/).  Cop 3 & 4 don't have big enough dicepools to resist with their hot potato penalties.  Since you're so close to the kitchen i'll let you crawl there while still being prone.]

@Everyone:

The apartment suddenly falls very quiet....too quiet.  So quiet you begin to notice the thin floating puffs of white dust the flashbang grenade kicked up or the smell of the charred kitchen cubards as the realization of what just happened in the last few seconds starts to sink in.   The small nagging tug of your shadowrunner's instincts starts to pull harder.   Though it does seem the guards for now have bought the fake order from Yancy, you have no idea of what kind of on-sight reinforcements they have deployed.  Yancy's over-confidence seems to give you a sense that the five-man strike team is probably only the first wave of attack and it seems only a matter of time, even seconds perhaps, before their confusion is resolved.   

[OOC: Actions can be taken out of combat turns for now. ]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-25-11/2036:04>
wil 4 + spellcasting 4 -2 sustaining= 6d6
6d6.hits(5) → [2,5,6,6,2,5] = (4)


She Who Walks Through Walls falls to the ground and twitches for a moment. "This is why I use these things.... NO! Focus. Keep the spell going it's our only chance." With a fight of will She keeps the spell sustained. Looking towards the door she steels herself.

"Any ideas guys?" she says in a stage whisper.

 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-26-11/0215:41>
"It's Angel's apartment.  Ask him.  Speaking of which, are there any cameras in here Angel?"  Brian said as he searched Yancy for more flash-bangs.  Last thing he'd need is for that Technomancer to detonate a a bunch of bangers in here, counting on Yancy's armor to save him.  Too bad about the jammer, or he'd hand those cops a drippy cone full of that..  <<@Agent:  Hey, Fun Times!  Scan for hidden nodes and list them out for me.  But first, Data Bomb my ports and files.  Maintain alert status.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-26-11/2004:08>
She Who Walks Through Walls will use the link with the watcher to see if she can tell at all what is going on in the hallway. "Angel, are there any other ways out?"

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-27-11/1436:42>
@Walks:

Your watcher sends you a mental still image of what it sees astrally and you make out a whole row of approaching auras 10 meters away from each side of the front door, 10-15 total.

Angel, who for the last few seconds has been on his back covering his face with his arms, slowly begins to get up and point to the open window in the kitchen. 

[OOC:  Angel's take on this: Corporate Rumors 4 + Intuition 5 = (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3165596/).]

"Listen guys, I had no choice.  They wanted me to arrange the meet or they were gonna shut me down.  I don't know how you got ID'd but somehow KE traced you to me.  So from my point of view this is just as much your fault as mine.  If I help you get out of here shall we call it even?"

He pulls up a bluish circle of rotating AR schematics near his hand and pushes it like a button.  You suddenly hear some hydraulics hiss and the kitchen counter top opens up on a hinge until it's vertical.  On the underside of the counter top you see a whole assortment of firearms. 

--2 Assault Rifles:
Ares HVAR
Colt M22A3

--SMG's
2 SCK Model 100's

--Pistols:
2 Ares Predators

--Grenades
3 Fragmentation
3 High-Explosive

--Ammo:
2 clips for each gun-type
6 airburst mini-grenades for Colt underbarrell launcher

--Armor:
1 Armored Vest
1 Full set of PPP-SecureTech pieces except a helmet.

There seems to be a few other supplies farther into the kitchen counter but it would take some shuffling to find out what all is there. 

Angel snaps into action as he grabs the Colt M22A3 and slaps in a clip and begins loading in mini-grenades while he talks:

"I agree with you BB that an Ares warrant should mean frag-all on UCAS territory but I wouldn't be surprised if some fine-print on the KE contract with Brackhaven doesn't in some crazy way make this all legal.  Besides, you know as well as I do that we're on our own when the shit hits the fan like this and if any court finds out what line of work you and your associates are in, it's not gonna be too pretty.  My recommendation to you is to get lost and leave Seattle until we can find some way to cool this whole thing down.  Ya dig?"

He now begins to strap on the armored vest.


"The only exits from this apartment are through the front door and the windows in the bedrooms and the one here in the kitchen.  It sounded to me like they blew through the front door so the living room is a firing range.  Did you say something about cameras?  Well the building does have a security camera system. "

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-27-11/2001:54>
Brian Picked up the Ares HVAR and synced up the smartlink.  The weapon was nearly as big as him.
"I'm in the damn phonebook.  Don't these clowns know we do a legitimate business?  Trying to arrest us over a murder that never happened is bad enough, but needing to run it like a setup too?  That Germaine guy has to be dumbest son of a bitch to ever live.  Doesn't he know I have enough on him to ruin him forever and I can make that info public with a thought?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-27-11/2013:38>
Angel smirks with his typical cynical smile,

"Which is probably why he's trying to toast you extra crispy"

He peak briefly out of the kitchen at the front door and quickly whips his head back as machine gun fire blows chips off the frame onto the kitchen floor. 

"Fuck, they've got reinforcements."

He flips around quickly once more with the assault rifle and returns fire, whipping back just in time.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-27-11/2039:49>
Brian shouts around the corner, "So, that gunfire must be special Nazi code for 'Detective Yancy's safety is meaningless and any action besides killing us is a waste of time!'  It's a very interesting tactic, but I don't think Sun Tsu would approve!  But, hey, I've got a deal for you!  Shoot this way again, and I'll open your Sturmbannführer's throat, completely free of charge!  Otherwise, maybe you get someone who knows how to talk better than this hunk of shit, and you put them on speaker phone!"

Meanwhile, Brian triggered a stim shot from his autoinjector, spoofed up a new ID, cycled his encryption and released his tailor-made ruin package into the matrix.  Every conversation with Germaine, recorded.  The face to face meetings the trip to his home, everything from his first hello to the request to kill his son, was seeded to every Matrix Hangout Brian knew.  He went ahead and tacked on this unprovoked assault by KE as well.  Ought to be a nice little media shitstorm once they trot the kid out of the woodworks.

[OOC:  Matrix Hangouts knowledge skill Int 6 +3 skill +3 nanites = 12d6.hits(5) → [3,5,4,1,6,1,5,5,3,2,4,2] = (4) (http://invisiblecastle.com/roller/view/3166023/)]

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-28-11/1054:24>
"We have 12 or so more in the hallway. If they rush the door we are in trouble."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-28-11/1510:21>
@Walks:

You see the quick exchange of fire with Angel from your position behind the couches and have LOS with a single cop of the same sort as the first group leaning just around the door frame.  The spell begins to make his rifle burn and you can see him just like the other ones grow more and more uncomfortable.

[OOC: Cop's hot potato resist: Cops: Will 4 + Good Cover 4 = (8d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3166942/).  That gives him a -6.  Roll infiltration.  Cop: Perception 3 + Intuition 4 + actively looking 3 = (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3166626/).  You have to beat or tie the roll.  If you fail then roll initiative. ]

@B.B.:
You feel the stim formula shoot through your veins and along with the betel-meth you just snorted it's quite a rush....you don't want to even think about what kind of crash you're gonna have later on. 

Fun Times gets back to you with a list of 26 hidden nodes.  [OOC: buying hits with analyze]  Your analyze program shows that 25 of them have an encrypted communication to some other node which you'd have to break the encryption to know the other end of the subscription.

[OOC: Encryption rating 6.]

As you get the package ready to send you notice that the response time for check-sums is a few nanoseconds longer than usual indicating that someone or something might be sniffing your outgoing communications and is potentially able to intercept them.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-28-11/1730:57>
(OOC Shouldn't they have to resist the spell and this affect their perception rolls?)

infiltation 2+specialization+2+ agility 6-sustaining penalty -2=8d6

8d6.hits(5) → [5,4,2,6,5,6,2,5] = (5)
I just remembered the wound modifier of -1 so make that 4 successes

She Who Walks Through Walls seeing a target will cast mass sight removal at this point.

(OOC force 6 spell mass sight removal)
spellcasting 4+ magic2+mentor spirit mod-2sustaining penalty-1 stun=5d6
5d6.hits(5) → [4,1,6,5,5] = (3)
(OOC do they suffer the minuses from the hot potato spell to resist this one?)
drain is 4DV
will 4+chr 5=9d6
9d6.hits(5) → [1,3,6,2,4,5,4,3,1] = (2)
so 2 more stun so now at 6 stun.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-28-11/1833:44>
@Walks:

You utter a few prayers in Lakota and set up a region overlapping the first spell which should remove their vision if they are suggestible enough.  It seems this cop is rather strong-willed but he quickly dissappears behind the door frame again obviously not being able to take the heat from his gun anymore.  You only hear it clank to the ground.

[OOC: Cop spell resist: Will 4 + Good Cover 4 = (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3166948/).  Resisted.  Modifiers don't affect the resist roll. ] 

@Mercedes&Woofer:
[OOC: you guys aren't prone anymore because you had enough time to get up in the kitchen.]


Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 1/2, 2nd Group of Cops 5/5
Wounds: BB{4S, -2 wound}, Woofer{4S,3S}, Mercedes{4S, 3S}, Cynthia{4S,2S}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <08-31-11/0809:16>
Voice Control - Mimic Yancy Charisma [8] + Con [5] + Imp Ability [1] + Kinesics [3] - Wound [2] (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3169893/)
Bluff Orders - Charisma [8] + Leadership [5] + Kinesics [3] - Wound [2] (14d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3169895/)

Mercedes grunts as she steadies herself against the fridge, "Walks, drop your spell. B.B., keep everything on the down-low. I'm going to see if I can't convince these guys to give us some peace. If it doesn't work, we have to figure out something else. Preferably something that doesn't involve me getting shot some more."

Clearing her throat, she mimic's Yancy's voice again, "All right guys, I got everything in control here. They've agreed to surrender themselves to me, but I got some questions for them before we take them down to the station. Go downstairs and secure the lobby."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-31-11/1840:39>
Walks Through Walls looks into the kitchen and hopes that Mercedes has everything under control and drops her spells. She watches the world come back into a bit sharper focus. She puts her taser wielding arm behind her back and moves warily towards the kitchen.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-02-11/2040:02>
Walks makes it back to the kitchen and sighs with relief as she takes a defensive position alongside the team.  The silence continues......until you hear two pops and a clattering of something hitting the floor a few times in the living room.  You see a whitish smoke start to fill the living room and start to seep into the kitchen.  Even though cloud is a few meters away the smell of it singes your nostrils with a burning sensation. 

Angel reaches into the supplies in the counter and pulls out a ventilator mask. 

"Fuck, I only got one of these, if you want me to cover you I'm gonna need it."

He pulls it over his head and peaks around the corner of the kitchen door frame.


[OOC: Kinesics doesn't apply for purely audio communication so we'll knock of 3 dice.  That's still 7 hits.      Int 4 + Perception 4 = (8d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3170561/).  They don't notice it's not Yancy.  Kinesics doesn't apply to bluff in this case either so we'll knock off 3 dice and that leave 2 hits.  They   Cops: Negotiation 2 + Charisma 3 + suspect magic could be involved 2 = (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3170576/).  only 1 net hit, They also might wonder why the bio-monitor info for Yancy is showing him unconcious.  Outcome is in IC text. ]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-02-11/2136:33>
Walks Through Walls moves over to the open window and looks out. Are there any cops down below? "Can anyone else climb at all?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-02-11/2212:06>
@Walks:

You see many KE police cars down below and officers crouched behind the cover of their doors with their attention focused on the ground floor entrances.
Almost as soon as you peer out the window and scope out the scene down below you immediately receive a txt msg directly to your personal comm which an AR alert shows to be from an unknown commcode...............you've got mail.

(http://blog.homegain.com/wp-content/uploads/2008/12/text-message-real-estate-communication.jpg)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-02-11/2225:23>
This really shocks Walks as she thought she had shut down her commlink when B.B. said they were under attack. Thinking to herself about how she needs to learn how to interact with tech better she instinctively opens it.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-02-11/2237:25>
The text is only one word long:

<<From: 9934.3424.243432072090 Recieved:20720902171823>>

                     jump

<<Horizon Wireless msg service -- 323ALK232LKJ9099076>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-02-11/2305:27>
"Naw, Angel, man.  This is over unless you've got an emergency descender.  Don't have the stomach to shed blood, and they called our bluff."  Brian put the HVAR back in the hiding place, and moved to hide behind Yancy's unconscious form. Hopefully out of sight of any cameras, he slipped out the optical chip he used to backup his link, slipped it into a condom and swallowed it while readying the command to wipe his link clean. 

[OOC:  Palming in case someone could see him:  Agl 6 + 3 = 9d6.hits(5) → [4,3,5,3,2,2,4,6,6] = (3) (http://invisiblecastle.com/roller/view/3173671/)]

Coughing now, he unhooked and removed Yancy's helmet, trying to fit it over his own head in a desperate hope to avoid the worst of the gas.

[OOC: I did a medicine test, which sucked, but posts in the mean time made it irrelevant, so I'll scrap it.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-02-11/2307:54>
"OK guys I just got a text message saying jump. What do you think? B.B. here is the whole comcode message and number."
<<From: 9934.3424.243432072090 Recieved:20720902171823>>

                     jump

<<Horizon Wireless msg service -- 323ALK232LKJ9099076>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-02-11/2320:10>
"Well, if you want to test it out, just toss Herr Yancy out the window.  Might save him from asphyxiating.  I'll help lift him."  Brian said, through the helmet.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-03-11/0119:30>
Mercedes grits her teeth and moves to get up from the floor, covering her mouth and nose with her shirt sleeve. She looks out the window, switching her sight to Astral to see if there's anything noticeable.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-03-11/0641:28>
Walks Through Walls calls her watcher back, and starts helping B.B. lift Yancy. She mentally asks her watcher, "Anything astrally active on the one I am helping lift?"

As they start moving Yancy to the window she replies to the text, "We are sending Yancy out the window first. Save him then the rest of us will jump."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <09-04-11/0820:46>
*looks at the text* "This is likely a really bad idea, however, we don't have a lot of options." *helps Walks lift and carry Yancy*
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-04-11/1956:02>
@Walks:

Your watcher seems very confused.

[OOC: Watcher's assensing: Assensing 1 + Intuition 1 = (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3176196/).

@Everyone:

As the smoke makes it's way into the kitchen slowly you all help to carry Yancy to the window and heave him over the edge.  You look down as his slowly rotating unconcious form becomes smaller and smaller as it approaches the ground and then finally hits the pavement and bounces once, his appendages flailing in the air like a rag-doll, before he comes to a halt.  He just lays there motionless, his limbs twisted at gruesome angles but the sealed light military armor seems to keep his flesh together all in one place. 

Several officers yell and begin to bark commands but keep there distance from Yancy's corpse only keeping their firearms trained on it as some of them look up towards the window. 

As you all stand in front of the only still clean air near the window, another txt msg instantly pings everyone's commlinks simultaneously.

<<From: 9934.3424.243432072090 Recieved:20720902171931>>

                     jump!

<<Horizon Wireless msg service -- 323ALK232LKJ9099077>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-04-11/2015:01>
Mercedes looks all around outside for ANY signs of spirits or mages that might be preparing something to catch them if they jump. As Yancy's body falls to the ground and smacks against the pavement, she shakes her head, "Qué demonios."

6d6.hits(5)=0 (http://invisiblecastle.com/roller/view/3176415/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-04-11/2210:43>
Walks thinks to herself, "Well there goes any hope of mercy."

She looks at everyone else, "I think we are out of options. I'm leaning towards jumping unless someone else has a better idea because somehow I don't see them being very merciful now."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-05-11/0421:14>
"It certainly simplifies things.  Might have been more poetic to leave him to choke on his own people's gas, but at least we learned something.  If this is going to work, it's going to be by invitation.  Hurry up and jump.  We're dead either way now." 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-05-11/0707:25>
Thinking to herself, "Moon Maiden hopefully I won't see you here really soon." She Who Walks Through Walls jumps from the window.

She Who Walks Through Walls teamwork test. Wil 4+chr5+3=12d6
12d6.hits(5) → [3,5,3,4,5,4,5,4,4,4,1,5] = (4)
(OOC oops forgot the -2 dice from stun, but that still leaves She Who Walks Through Walls with 3 successes)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-05-11/1624:42>
Turns around and kisses Woofer, then steps over the sill and jumps.

Willpower [4] + Charisma [8] + Teamwork [3] - Wound [2] (13d6.hits(6)=4) (http://invisiblecastle.com/roller/view/3177087/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <09-05-11/2251:03>
Woofer kisses Mercedes back, and jumps out the window...

6d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3177499/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-06-11/0428:08>
[I'm assuming that Woofer made it out, if not, I'll edit to make sure to help him, even if I gotta take the damage.  Here's a roll, but B.B. is pretty much suicidal so jumping from a window should come naturally to him.  11d6.hits(5) → [5,3,3,2,6,2,2,2,6,1,6] = (4) (http://invisiblecastle.com/roller/view/3177747/)  Looks like he's been waiting for this opportunity. ;)]

"Well Angel, wanna see if you can fly?"  Brian starts laughing madly and jumps.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-09-11/0930:59>
@Woofer:

[OOC: I'll just go ahead and make the roll for you just to push this along and take advantage of the time I have this month to post a good deal.  Woofer: Charisma 2 + Will 3 + teamwork 3 (3) = (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3180501/).  Woofer: Body = (4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3180506/).  Incapacitated by gas.]

@Everyone:

Angel looks at everyone through his gas mask and shakes his head,

"You gotta be kidding me...  well someone's gotta cover your retreat anyways, so it might as well be my way of calling it even."

He turns and starts back toward the living room and disappears into the wall of white smoke.  All you see are some flashes of machine gun fire behind it as he starts exchanging rounds with the cops at the doorway from the cover of the kitchen.

First Walks Through Walls takes a leap through the window and disappears from sight, right behind her Woofer pushes Mercedes towards the window and after giving her a kiss, he makes sure she jumps.  B.B. leaps up onto the window sill and can see the whole Seattle skyline glittering in the dusk, looks down and then back tucks off the ledge whooping with excitement.

@B.B.:

The last thing you see before your view goes behind the window sill is Woofer suddenly convulse in a fit of coughing and become enveloped in the spreading wall of white smoke, and just like Angel, disappear from view.


@Woofer:

The nausea and burning overpowers your control of basic motor-functions and you begin to vomit as you curl up on the kitchen floor.  The automatic weapon fire suddenly ceases and before you lose consciousness the last thing you remember is several men picking you up and fitting you with manacles and their voices muffled behind helmets:

"Well lookie here....scanner just got an ID on this one....... just like central thought......name's Marcus Steele....seems like he been getting mixed up in business he ain't supposed to be messin in......says here he used to be a cop, his dad still is one in UCAS, so don't rough him up too much......."



Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-11-11/2005:58>
17:48 June 19th, 2072:  194 Dexter Ave, 50m off the ground:

@BB, Mercedes, and Walks:

The wind whips your jackets and hair as you feel that uncomfortable feeling of weightlessness inside the pit of your belly.  Yancey's corpse is getting closer and closer and you heart is ready to explode with the realization that you may have just lept to your own death. 

Just as gut wrenching panic sets in you suddenly feel the feeling in your stomach shift a little, as if gravity were getting slowly turned back on and you feel as if you were falling through some kind of invisible viscous goo which gets thicker and thicker.  Just as soon as your fall comes to a complete halt only about 20 m from the ground, you begin to feel that weightless falling sensation again except this time your body is moving in the opposite direction, straight towards the sky.  Faster and faster the three of you rocket upwards and you even hear a few shots ring out from the ground but they miss completely.  In no time you are almost level with the top of the building and floating several meters above the roof you see a figure with it's hands outstretched. 

(http://i772.photobucket.com/albums/yy5/Inca1980/Z.jpg)

Mercedes can see with her astral sight that this figure is casting a spell which is affecting everyone.  Behind it a KE chopper is hovering in place but does not seem to notice the figure nor the team. 

By means of the spell the team which was originally scattered about in space is brought into a tighter radius until you're all almost bundled shoulder to shoulder.  Directly below you all of a sudden appears an aircraft which flickers into sight as if a mystic shroud had been removed from it.

(http://gods-inc.de/macavity/IsleOfShadows/vehicles/northrup-copperhead.jpg)
 

A large camera-shudder-like hatch opens up in the roof of the vehicle and you are slowly lowered into it until you finally feel the surprisingly comforting push of the floor of the aircraft below your feet.  Just before the shudder-hatch closes over your heads, the figure which levitated you flies down in and lands elegantly right in front of you.

The sound of an eastern-european female voice on the other side of the cabin causes you to turn and look.

(http://i772.photobucket.com/albums/yy5/Inca1980/KarinaVonHelsing.jpg)




"Do not be alarmed, the gun is merely to ensure you do not attempt anything rash in your understandably panicked state.  My name is Karina Van Helsing and you are safe for the time being.  We'll have time for more lengthy introductions, but first I must ask you to take a seat as we leave this place as hastily as possible.  Could you do that for me?"


Same-time, on the street outside the building:

@Woofer:

You groggily regain consciousness in the back of a KE patrol car.  You hear the two officers in the front seats conversing.

"Sergeant says it's a green light to take the detainee down to the precinct...."

You concentrate for a moment but your trode link to your commlink isn't there...must have been disconnected.....speaking of which...you also don't have any AR overlays working.  Mental commands to your cyber-eyes and ears are not producing any response.  Standard procedure....must have injected you with disabling nanites....finds the cyberware, injects a virus. 




Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-11-11/2135:34>
She Who Walks through Walls sits as she looks around trying to figure out what is going on.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-12-11/0028:47>
"You got a jammer good enough to block the feed off this pilfered helmet?  I don't know if it's got an internal commlink, but, assuming it does, wave high to the boys of Knight Errant."  Brian said through the helmet's digitizer while underneath he grinned the death's head grin of a stim fiend.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-12-11/1154:57>
@Mercedes, BB & Walks:

Responding to BB, "The hull is tight as a faraday cage.  You can take that ridiculous thing off."

The human woman nods slightly and watches as the team finds its place among a row of aircraft seats along the wall and buckles up.  She holsters the gun and finds her own seat and buckles up as well not too far away and facing you.  The shrouded figure which saved your life (you can only hope the catch in mid air has "saved" your life) continues to stand in place, with its arms crossed, a faint blueish glow emanating from gaps between the mummy like wrappings which cover anything not covered by his fedora or his clothing.  The sudden acceleration of the VTOL vessel does not even make him twitch to regain balance. 

Through the window you see the Seattle skyline become more and more like a panorama as you appear to be traveling eastward and ascending in altitude at quite some velocity.  Once you reach an altitude of what could be 4-5 km some mechanism in the hull of the vessel is activated and you hear the moving of hydraulics which also causes your hostess to speak for the first time in 10 minutes. 

"We're just changing gears to make a suborbital jump to get us where we need to go faster."

You hear the blaring of rocket thrusters and the sky begins to lose a lot of its blueish tinge and fades to black.  As soon as you feel that the vessel is cruising you see Karina unbuckle and stand up.

  "If you'll excuse me I need to use the ladies room for a moment."

 She couldn't have been gone longer than 1 min. before she comes back completely changed into a very stylish Zoé business suit, her skirt ironed to perfection.  A single EVO logo embroidered into the lapel. 

"Please feel free to get up and stretch.  Would anyone care for a refreshment?"

She hits an AR pad and little cube slides out of the wall and transforms into a small spider-like crawler drone which skittles over to a series of panels which slide open exposing a wide and exotic selection of alcoholic beverages.

"I myself am going to need a drink right about now....anyone also care for a blue atlantis?  I can assure you, no actual faeries were harmed in the distillation process."

As soon as the nimble little drone mixes her drink, it deftly skitters over the ceiling and delivers it to her.  She looks over to the shrouded figure and nods.  It takes off its fedora and bandaging which seems to serve as a makeshift mask and as it is unraveled the face beneath is exposed to be that of a normal hairless human male except the man glows a deep aqua blue.  He then removes his trench-coat, adjusts his tie and takes a seat next to your hostess who looks back at you.

"As I mentioned before, my name is Karina Von Helsing and this is my assistant, the free spirit known simply as Z.   We represent a division of the EVO corporation that is highly interested in your teams unique set of knowledge and skills.  We have been observing your team for a few months now and  I apologize for the rather odd and stressful circumstances for our encounter but as you well know we cannot be seen as meddling in the affairs of Knight Errant.  One of our informants on the inside alerted us moments before the assault and we arrived as soon as we could.  Fortunately for you they sent in the big guns and up until about 15 minutes ago strikes of that nature were almost assuredly led by the Lieutenant Tyrone Yancy who has a penchant for going it alone just to prove to himself and others that he can.  Ares apparently bought his swagger and I'm sure they don't see it this way, but the truth is you probably did them a favor by dropping the lieutenant out the window, albeit simultaneously complicating your legal status quite a bit."

Karina takes another sip from her drink and smiles rather wryly at BB. 

"The research and development division I lead is known as HMHVVMS, or Infected Main-streaming.  We specialize in the biological, cultural and sociological aspects of assimilating the infected into society.  Through our research, EVO's vision is to create a society where the infected no longer need to hide in the shadows or live in fear.  We believe a two-pronged strategy of public relations marketing aimed at wage-slave joe, coupled with a solid line of products and services which incentive-ize the infected to come out of the coffin and main-stream to be our most effective path towards this vision."

She halts for a moment to sip her drink a little more.

"However, I do not want to patronize individuals such as yourselves who are in the line of work in which you are in.  Such neat and tidy visions work great in boardrooms full of investors and fancy PR sims.  As you well know the reality is quite a bit dirtier.  In order to keep such inspiring and lofty hopes so clean, we need to scrub it clean, and that's the line of work in which I am in.  The vast majority  of metahumans infected with HMHVV are not any more of a danger to the population than half the crazies already running around Seattle.  When provided with Evo-alternative methods to satisfy their essence and dietary needs, they function just as any other member of society.  But all it takes is one massacre, the draining of one high-level corporate exec. to flush all our PR down the toilet.  One bad apple spoils the bunch so to speak.  My division shoots bad apples and blows them to pieces.  Some infected just need to be put down and it's as simple as that."
 
She brings up a few AR displays of fotos and flow-charts.

"This may not come as a surprise to you; and your colleague who is currently in KE custody probably could also tell you this quite confidently from that feeling in his gut but has so far either refused to or is in complete denial of.....the vampire you destroyed over 6 months ago, Olivier Sanon, is in fact not destroyed.  On the contrary, his power has only grown.  Ever since the disappearance of Mandy Kensington from Underworld 93 three years ago, we have been searching for Mr. Sanon with no success.  Unlike our investigators, somehow your team was able to find him and we need you to find him again. 

With input from Evo diviners, statistical models of the future have placed a 18.8% probability that Mr. Sanon's future actions will bring our Main-streaming program to a grinding halt and cost us billions of nuyen.  Simultaneously being arguably one of the greatest deckers who ever lived and having magical abilities which have only grown, he is a threat which cannot be ignored.  Given the legal predicament you are in due to your former employer at Visteon, and also dropping a KE officer several stories to his death, you are not in much of a position to bargain.  Nonetheless, what you know and what you can do is valuable to us and we believe that talent should be well compensated.  We are prepared to offer you 100,000 ¥ each along with the rectifying of your legal status in UCAS and other treatie corporations and nations.  We also are well aware that in order to find Mr. Sanon again, your colleague Marcus Steele is integral and necessary and before we do anything we must extricate him from his current status as a KE detainee.  We are prepared to aid you in this extrication.  Do you accept this offer?  If you accept, then my assistant Z will brief you on the important....details"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-12-11/1450:55>
Mercedes has kept herself composed during Karina's introduction, but is relieved when she mentions that rescuing Marcus is their first priority. Keeping her feelings in check, she settles into the negotiation.

"You have our thanks, Ms. Van Helsing. And, we gladly accept your help in getting Woofer back from Knight Errant. But there's still the matter of what exactly you need from us. Also what you're willing to pay for our services."

[OOC: She's teasing for more information, but Mercedes' first priority is getting Woofer out of KE custody. She's not going to reveal that to the Van Helsing or Z, however. ;)]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-12-11/1924:50>
She Who Walks Through Walls will sit quietly at this point wanting to get a bit more information herself about what is going on.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-13-11/0836:31>
"The charges that were issued by Lt. Tyrone Yancy would have been paper thin if they were even true, which they were not.  He was an intruder with no legal right to be there.  He threatened the rightful occupant's life and assaulted us without provocation.  His death was an embarrassment for Ares.  They were trying to serve an Ares warrant on UCAS territory for a crime which supposedly happened to a UCAS citizen on UCAS territory, and all on false, hearsay evidence.  That operation was proof that Brackhaven sold the Seattle Metroplex to Ares in that K.E. deal, and I've got all the evidence recorded right here.  This is a PR nightmare for them, and it's already in Evo's best interests to see such a circumstance ended and Ares having to buy their fake warrants off corrupt UCAS judges like the rest of you suits. 

So, here's my offer.  You help me go after K.E. to get Marcus out.  We use this thing to wreck the careers of everyone involved, from the legal side to the bureaucratic.  We embarrass them hard enough and they'll have to release Marcus around the time that they fire one Germaine Robinson, the chode who put this doorstepping bullshit together.  This works out for you as well, since Germaine is our key to Oliver Sannon.  Sannon has a hard-on for Germaine so fierce that you could rest an Oxford dictionary on it.  He will be watching this thing, and that's our best opportunity for contact."

He finally takes the helmet off, revealing his singed hair and fire-reddened face.

"Priority one though, does anyone have a first aid kit?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-13-11/1746:37>
She Who Walks Through Walls hands over her medkit. "Here you go B.B., and I can heal you afterwards if you need it though I'm still learning how to do it well."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-16-11/2211:14>
18:35 June 19th 2072, somewhere in Earth's stratosphere

@Mercedes, BB & Walks:

Karina looks at BB as he takes off his helmet,

"Z tells me that aside from a few scrapes and bruises you are all relatively unscathed, which doesn't mean we can't give you something for the pain right now.  You'll have plenty of time to rest up at our destination, as well as access to top notch medical personel.  We should be arriving within just under a half an hour."

With another AR pad she activates another cube out of the wall which is silver with an inlaid red cross.  It as well transforms into a larger spider-like drone and skitters over to the team and begins to administer pain killers.

"I would rather prefer to save the details of this case until I know whether or not you accept, but I understand your need for more information.  I'll leave that to my assistant."

Karina turns towards Z and the glowing humanoid in a suit looks over at the team and speaks, a faint etheriel echo floating on every syllabal of his deep voice.

"The sole reason we know Olivier Sanon is still in existence is due to a piece of information which our organization happened upon quite serendipitously some months ago.  It all started when a team of deniable assets hired by an Aztechnology subsidiary were caught in a failed attempt to intercept a shipment of highly prized and quite unique alchemical raw reagents being run through NAN territory by representatives of the Draco Foundation.  The escorting security force which averted the interception were employees of Evo's occult security subsidiary firm know as Mantis Security Solutions which were hired for their unique set of skills and special attention to the very unique needs of clients such as the Draco Foundation.  As is typical for most anyone found in the pocket of Aztechnology it was impossible to get the detained runners to talk even through enhanced occult aided interrogation techniques.  Teams from our market analysis division became quite interested in why Aztechnology would want to possess such resources.  We hired our own team of runners and did a covert hit on the Azzie pyramid in Seattle.  They managed to get into the main computer system and do a little snooping around.  All they came up with were a few cargo bay schedules expecting a late night shipment of alchemical raw reagents confirming our conclusion that Aztechnology was behind the hit.....and the team found one more thing. They managed to encounter this symbol....does it look familiar to you?"

Karina pulls up an AR image:

(http://i772.photobucket.com/albums/yy5/Inca1980/RoadtoRedmondGlyph.jpg)

She pick up where Z left off,

"It was embedded inside of a simple sprinkler system node and the team's hacker only found it by accident.  We've analyzed it every which way and can't make heads nor tails of it.  All we have gathered is that it was the trademark of Olivier Sanon back in his days as a human hacker doing spider work for Shiawase."

Looking at BB,

"We understand the frustration of your legal predicament.  Being the victims of the under-handed maneuverings of a rat like Germaine Robinson would make my skin crawl.....but the legal systems of nation-states really only are there for corporations with less A's in their classification.  We respond to only one authority."

Z begins to speak again, looking at BB.

"In an attempt to gain further insight, I have spent time traveling the outer realms of existence.  Olivier Sanon seems to be working on something far grander than Germaine Robinson.  So much so that he has peaked the interest of beings who do not normally tend to pay much attention to the hubbub of the realm in which we currently find ourselves in.  It may ultimately be of no consequence but we believe finding Mr. Sanon is a wise decision....businesswise....and otherwise. "

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-17-11/0511:46>
"Well, I would think that one of the other Triple-As trying to claim legal dominion over a city like Seattle would be something that the Corporate Court would be quick to snuff out.  That aside, wow.  Olly hooked up with Aztech?  I knew he was a bit kooky and stuck in the past, but I didn't think he'd head that direction...  I suppose it makes a sort of sense.  I was hoping he'd get with the times and look you guys up.  He really has one of those personalities... like, he couldn't leave the corporate world behind, even from the outside he still obsessed with the corp life.  He needs the corps, and the structure... anyway.  My main concern with the first aid was that I'm stuffed full of meth right now, well meth and stims.  Really powerful stims..  Yeah, you know that.  Well, I just wanted to make sure I wouldn't black out when they wore off, so I figured first aid was the right answer to that conundrum."

Meanwhile, as he chattered away, Brian had been applying first aid to his face.
[OOC:  log 7 + 6 kit + 4 buffs -2 awakened -1 indoors +1 skilled assistant = 15d6.hits(5) → [1,3,2,4,4,1,5,2,6,4,6,5,1,4,6] = (5) (http://invisiblecastle.com/roller/view/3187229/)  Should be 3 out of 4 stun boxes healed.]
 
"Not to knock your doctors, but if I was the kinda guy who would let a corp surgeon so much as touch me, I wouldn't be the kind of guy you need to find Oliver Sanon."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-17-11/0814:59>
"MS. Van Helsing, I am grateful for your help in escaping our predicament, but a bit confused at the moment. You talk about the first thing you want to help us do is get our friend back from Ares yet at the same time you are flying us across the world to meet with someone I would assume, and speak of having hours to recover. From my experience the less time he is in custody the better. While I understand not wanting to give details until we have agreed to come aboard so to speak I still think we would all like a few more details of what it is you would like. That and the fact that we will need some of our gear, or at least I will, or need to replace it. So what is the plan?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-17-11/1142:05>
[OOC: Anybody with a First Aid skill wanna give me some lovin'? ;)]

"I agree with Walks, Ms. Van Helsing. Our first priority is getting Woofer back from Knight Errant."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-18-11/0207:00>
[OOC: The most I could possibly manage with first aid is 6 boxes healed.  The corp doctors will have a facility where they can heal 16 potential boxes of damage.  If you still want a stitching up, I'll go ahead and roll now.  15d6.hits(5) → [6,2,4,2,6,4,3,3,1,6,3,4,2,3,4] = (3) (http://invisiblecastle.com/roller/view/3188341/)  Well.. I could still use edge.. here goes.  12d6.hits(5) → [4,5,1,4,1,3,6,4,4,5,6,5] = (5) (http://invisiblecastle.com/roller/view/3190422/) so that's 6 boxes of stun healed.]

"Oh, yeah!  My guns and my bombs and their bombs and their guns!  I didn't bring any gear since my place was blocks away from Angel's.  I don't suppose you have any mil-spec firearms in gnome size, do you?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-18-11/1206:15>
[OOC: Either way, I'm at 7S right now... ;)]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-18-11/1412:24>
(I'm at 6S myself, but it sounds like we will have a bit of time to rest so I wasn't too worried about it at the moment.)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-19-11/1708:12>
Karina responds to Walks,

"We our on route to a safe undisclosed location for the express purpose of beginning preparations to extract Marcus Steele in order to stand a chance of completing the job we ask of you.  We understand as well as any other employer how important the cohesion of ones team is for mission completion.....however you understand that we cannot in any way be seen as interfering in the affairs of Knight Errant.  For this reason we must retreat and then return prepared.  We understand that you have had to leave Seattle with basically only the clothes on your back, but you will have access to the facilities and equipment which we can provide.  We are quite hopeful that they will be more than sufficient.

To reiterate, we need your group to find Olivier Sanon once again, by whatever means necessary.  Your team is the only group of individuals that has ever found him.....or shall I say found him and lived to tell the tail.  Once you find his location and we have confirmed this ourselves, then you will be appropriately compensated.  If you do not accept this job, then we can arrange to have you dropped off at the location of your choosing and that will be that."

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-19-11/2033:47>
[OOC: Negotiation Test = Negotiation [5] + Kinesics [3] + Charisma [8] + 2 - Wound [2] (16d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3190136/)]

"Thank you, Ms. von Helsing. Since you know so much about our previous encounter with Mr. Sanon, you also know that it was a very dangerous situation, one that we barely managed to get out of. So, we owe you for our rescue and for aiding us, but we also have to look at what this may cost us. What is your offer?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-20-11/2045:36>
[OOC: Karina: Charisma 6 + Negotiation 6 + upperhand 2 = (14d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3191210/).]

Karina's face remains impassive yet very patient,

"We understand the dangers inherent in your line of work, however our resources are not limitless.   Eliminating your wanted status by the city of Seattle is also not going to be a cakewalk for us and it will require a substantial financial investment on our part.  We will have to keep our offer at 100,000¥ per team member.  However, in order for you to carry out this job, we have taken out an insurance policy for another 100,000¥ of gear from Evo's inventory.  This policy covers any gear you damage or "lose"....if you get my drift."

She smiles slightly and then begins to read more semi-visible ARO's,

"We're going to be coming out of our sub-orbital jump quite soon so if you would like a few more minutes to discuss amongst yourselves that's fine, but we will need a response soon before we reach our destination."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-21-11/0211:19>
"I'll find Oliver for you.  If he's up to something nasty, I'll put a stop to it.  Even if he's just trying to bring that shitty Isamu kid back from the dead or something, I'll slap the wicked scepter right outta his hand.  Honestly... I don't like that kid.  He was a jerkweed before he died, fuck knows how he'd be after getting pulled outta hell."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-21-11/0629:07>
Walks Through Walls looks around and says, "I'm in. How long until we land? Do I need to give you a list of gear I need, or will we go on a shopping trip to get things once we land?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-21-11/0753:04>
Mercedes nods at the agreed-upon price, "Domo, Ms. van Helsing. Once we land, we can start making our plans for getting Woofer back and finding Oliver."

[OOC: Good place to jump forward to landing? I picture Mercedes just zoning out the rest of the trip--halfway between trying not to worry about Woofer and getting some shut-eye.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-23-11/1144:54>
Karina looks at the team one by one and smiles politely,

"Excellent, now we can discuss the rest of what we know as we make our descent, I would ask everyone to please take their seats and buckle up."

She sits down again in the seat facing the team and in a few seconds your ears start popping as the VTOL jet re-enters the troposphere and starts losing altitude.

"As I have stated before, and I know is standard MO for professionals such as yourselves, it is of utmost importance that our company name be in no way associated with your team and anything about your search for Mr. Sanon.  We did manage to find another piece of evidence which we would like your team to confirm."

An AR image appears in her hand.

(http://i772.photobucket.com/albums/yy5/Inca1980/KarinaVonHelsing2.png)

"We suspect this image, which was recovered during a routine matrix run on a shadow data haven, could potentially be Mr. Sanon.  Whoever was trying to sell this lucrative piece of pay data found it buried deep in an Aztechnology security sub-node.  The file consisted of a list of about 10 old user access ID's who were for a time allowed entrance to a heliopad airlock on the Seattle pyramid using alchemical passkey authentication.  This image was associated with 'outside consultant T345B9'.  All the access ID's are old and have most likely been recycled but its the names of random execs on the list which were selling like hot-cakes."

She tosses the image your way to store on your comms.

"As you can see we've done our homework, but this is all we've been able to come up with.   In 5 minutes we'll arrive at our destination and you will be able to wash, rest and eat.  At that point we will give you the tour and you can get to work."

From the window you notice lush green covered mountains painted with the warm orange light of the setting sun.   

"you will be fronted 10,000¥ of your pay each as a travel and expense budget just in case you find you are having difficulty accessing your personal funds."

She hands each of you a certified credsticks, each with a balance of 10,000¥.

You destination finally comes into view and slightly takes you aback.
(http://fc08.deviantart.net/fs40/i/2009/015/f/e/Neuschwanstein_Castle_by_tigercek.jpg)

The vessel maneuvers its way onto a heliopad nestled among the towers and its VTOL capabalities slowly bring it down to a halt with a small thud.  Karina and Z both lead the team onto the pad and despite the hot engines revving down behind you, the coolness of the mountain breeze startles you compared with the humid summer of Seattle.  The paranormal and mundane birds weaving between the looming spires and battlements remind you that VR games are one thing; call it metahuman nature, but even in 2072 there's nothing like the real thing.  Karina smiles as she sees you staring.

"Welcome to Area 39."

The stress of the last brush with death starts to slowly sink in and the next half an hour goes by rather like a blur.....routine tag erasing...towel, toothbrush, Evo PJ's distributed....some food....something about starting up early in the morning. 

You finally find yourselves each in your own room; rooms so authentically anachronistic you half expect to find a chamber pot under the beds (which you don't BB).  The bedrooms are all right next to each other in the hallway and even have connecting doorways on the inside.

[OOC: The time is about 9:00 PM.  That was a chunk of action so I'll let you guys put in your 2 cents.  If you need to you can go back in time a little and say "on the plane i do/say xyz....etc. up to the present moment, capiche?  :)  Karina will take more questions tomorrow morning.  Outside the castle it was a matrix deadzone, but inside there's full Wifi.  The node providing Wifi however is not broadcasting GPS information for you comms to triangulate with.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-24-11/0022:35>
Brian takes this opportunity to call off his leverage play on the now dead Detective Tyrone Yancy.  He sends a message directly to his fixer this time, instead of to a disposable dead drop.
<<@Maurice Mothersbaugh:  I've sent a message to one of your drops.  Disregard the last message.  In fact, it would be best to not even check it.  It might be hot.  Sorry.  I was in a spot and looking to try and establish a negotiating position.  Good news is that I'll likely have some pretty excellent info for you soon to help make up for any trouble this might have caused.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-24-11/0813:39>
Once we land and are "alone" She Who Walks Through Walls takes Mercedes aside, "How are you doing? Sorry we didn't get Woofer out too, but we'll get him back."

She will do the supportive friend bit for a little while and then beg off because she needs some sleep to get rid of the stun she still has.

Once alone she will meditate to commune with the Moon Maiden and then go to bed to sleep away her stun.

(OOC Do I need to role for the hours to get rid of it or will enough time pass that it will be gone?)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-24-11/1125:20>
Mercedes puts on a brave face for Walks and tells her she's fine. Once she gets to her room, though, she heads straight to the bathroom and throws up breakfast from her nerves being shot with worry for Marcus. Damping down a towel, she changes into the pajamas provided and lays down on the bed, putting the cool towel on her forehead.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-26-11/1431:16>
2:35 am June 20th, 2072, some place in Seattle:


@Woofer:

The cold water dripping off your naked wet body trickles on the floor and echo's through the tiled scrub-down room.  The shot of nanites in your ass hurts like hell and has started working right away.  Only function on your cyber-eyes that is still kicking now is normal visual channel and the decibel range on your ear implants has also been restricted to normal human levels.....hard to tell anyways what exact restrictions have been put on your 'ware cuz you have no ARO monitors since they took your comm and all other gear and clothing upon intake.  The drones which scrubbed you down retreat and you just stand dripping until a sliding door swishes open.  A native-looking orc in security getup enters and grabs you by the back of your neck and tugs hard to pull you  into the hallway he just came out of.  After pulling you naked down a halogen bright hallway he throws you in what looks like a holding cell and tosses some scrubs at you. 

Once inside you realize it's not a holding cell at all but rather an interrogation room with just a rectangular metal table and two metal chairs.  The door slides shut behind you and you shiver as you see your naked body in what is most likely a two way mirror.  You are surprised that they haven't handcuffed you. 

You put on the scrubs and after almost an hour of sitting there all by yourself the door suddenly slides open again.  An elf you've never seen before with short shagged silver-ish hair in an elaborately engraved brown leather trench-coat enters along with the orc security guard from before.  Behind them you see the shadow of a figure standing that you can't make out yet. 

The orc comes straight toward you and before you know it, tries to slam his fist squarely into your solar-plexis.

[OOC: roll intiative if you're going to fight back.  Your bioware is still active.]


7:00 AM June 20th, Somewhere else on planet Earth.

@Mercedes, BB and Walks:

You wake-up as the daylight shines through the massive windows onto your faces.  Those of you with the capability see an AR txt icon telling you to meet in the library after breakfast, those of you who don't see the txt the moment you wake up see it  once you've placed on your contact lenses or other image link device.  AR instructions highlight the way to breakfast.

After an exquisite meal in the dining hall the team strolls over to the library whose location is also indicated with AR arrows.  You find Karina working on some business over AR touchpads which she shoos away as soon as you enter. 

"Well I hope you have rested well and breakfast has been to your liking.....Here at Area 39 we hope you'll develop a taste for real food as opposed to the soy-based garbage Seattle is drowning in.  Well to get started, instead of just taking you on a tour of the facility I thought I'd ask you what it is you'd like to see first."

She gives you the option of seeing:

1. The gym and training center.

2. The computer command center known as "Omnibus"

3. The sick bay

4. The arsenal and storage facility

5. Something else you'd like to see.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <09-26-11/1739:56>
Brian had tried to sleep longer than the typical 3-4 hours that made up his off time, but just couldn't.  The quiet of the place was fundamentally disturbing to his sense of what's right and good.  There were no trucks or humming machines.  No one pacing on the floor above him, no fans running, it was far too much nothing.  He couldn't even feel the regular tension of electricity running through the walls, bombarding him with constant 44hz waves.  The lack of tension served to keep him up nearly all night, chewing betel, browsing the net for news and working to patch up his Track program.

When the ARO dinged to let him know that breakfast was being served,  he was still feeling like a bit of a wreck.  Maybe it was the gack from Angel's place.  Maybe it was the feeling of being trapped at the mercy of these people.  He didn't want to think about that.  All the world is a prison.  Comfort is a prison.  Love is a prison.  Even solitude is still a prison.  This is nothing to be concerned with.

He got up and headed off to breakfast.  He was happy to enjoy some fresh food after having had to cut off his daily deliveries of fresh bacon, eggs and non-pasteurized milk from the Sonomish co-ops.  They were too backward to hack for fake payment, and he just couldn't afford it without work.  Finishing up, he was refreshed a bit and ready to get to work.

"I suppose the arsenal makes sense.  If any of the weapons require customization, that'll be better to start sooner rather than later."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-26-11/2037:40>
Walks Through Walls not really having an opinion on where to start says, "Yeah that sounds fine to me."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <09-27-11/0932:26>
Woofer takes the beating, what they're hoping for is to fight back.  he knows the cameras are off, this is just to soften him up for the later interrogation.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-29-11/1913:50>
[OOC: just posting this to fix some weird formatting issue when I look at my next post in my browser....just ignore this.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-29-11/1914:04>
3:47 am June 20th, 2072, some place in Seattle

@Woofer:

The ork's fist slams into your torso and you feel the wind get knocked out of you as you double over onto the floor.   Right after he brings his fist down again hard into you the silver haired elf stops him,

"That's enough! pick him up and put him in the chair."

He picks you up and sits you down in the chair, handcuffing your hands behind your back.  As soon as the door slides shut and bolts, the figure that you couldn't make out in the dimly lit room finally steps forward in front of the silver-haired elf.

(http://image.xboxlive.com/global/t.4d5307d6/tile/0/28000)

Dressed in a very stylish dark-blue felt long-coat, Germaine Robinson steps out from the shadow cast by the shade on the over-head bulb, his face completely expressionless.

"Good evening Mr. Steele, I regret the circumstances of our re-encounter.  Your friends' miraculous little getaway was quite impressive but quite fortunately for us, at least we have you............and you my friend will take us to them."

He motions for the security guard to bring the other metal chair over to him and the ork complies.  Germaine turns it around, the back of the seat facing you, accommodates his long-coat, and straddles it, the very informal gesture breaking the flow of his otherwise impeccable ettiquette.

"I prefer to do this the easy way, and I'm first going to just ask you directly.  I would hate to have to have my friend Wanderlei over here have to go to work on your mind....or my other orkish friend over there go to work on your body in order to find what we need.  So here goes:  Mr. Steele, where are your teammates?"


8:00 AM June 20th, Somewhere else on planet Earth.

@Mercedes, BB, Walks:

Karina leads you into the depths of the castle and at the end of a long corridor are two large wooden double doors.  She touches an AR pad in front of her and instead of the doors swinging open they slide open with the hiss of large hydraulics. 

(http://listverse.files.wordpress.com/2007/10/zombie-2.jpg)

A massive white room with walls completely covered with guns and gear lies before you. 

"Welcome to the arsenal and AR menu will allow you to check out gear and weapons.  You may come here anytime since each of your access ID's have clearance."

Over the next hour you also tour the gym equipped with rather first rate tutor-softs and the sick-bay.  She also informs you how you can visit either anytime with your clearance.

Before you tour the command center, Z arrives and helps Karina explain a few odds and ends. 

The command center ends up being located at the top of one of the central towers of the old castle and as the massive sliding doors open your eyes dance as hundreds if not thousands of ARO's swim and dart across the room.  The periphery of the circular room is lined with several individuals who seem to be very concentrated in with the ARO's they are pouring over.  One man stands in the center.

(http://i772.photobucket.com/albums/yy5/Inca1980/Hacker3.jpg)

He turns as Karina introduces him.

"This is our chief analyst here at Area 39.  He has a very...special....knack for mining data and is known as Mephisto."

Mephisto turns and nods to the team.  He will orient you with the use of the advanced Omnibus system but he also encourages you to explore it for yourselves.

Karina concludes the tour and informs you of how from this point on you have complete access to the areas you have visited in order to prepare for your rescue of Woofer and search for Olivier Sanon.  She gives you all her commcode which you can use to ask her anything. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <09-29-11/2009:27>
Woofer chuckles, "Nice to know that KE's hospitality has improved.  To be honest Mr. Germaine, I have no fucking clue, last time I saw my team mates was when they were leaping out a window while I passed out."  *spits blood in his direction* "Besides, we both know you're not going to believe a word I say, and just have your goons do what they're going to do anyway."  *Woofer just gives him a dead stare*
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <10-04-11/2119:03>
Walks Through Walls after resting and healing will tour the facility. After picking up her new gear from the Armory she will then go back to her room and go through everything with the tag eraser to try and eliminate most of the tags that the gear is sure to be littered with.
After that she will meditate and try to commune with the Moon Maiden since she knows once things get going she won't have time.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <10-05-11/0711:40>
Brian picked though the gear and designated all the stuff he would like adapted for his use.  Evo was definitely the best employer in this regard, with their whole MetaErgonomics division.  He tried to palm a Battle Buddy Basic commlink, to see if they'd notice.  Naturally, they did.

When he got to the command center, he felt the familiar electrical currents and heard the whirring and clicking of machines.  It was almost enough that he wanted to curl up in a ball and go to sleep right there, but there was work to do.  "Mephisto?  Two things.  First off, how are you on a skip-trace?  Secondly... can I sleep here tonight?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <10-05-11/0906:28>
Mercedes looks through all the gear, choosing a Morrissey Élan with an internal smartlink and a Walther Secura Kompakt to up her game. She then begins looking through the other gear, finding some Smartlink contacts, a full bodysuit of FFBA that has been treated to be resistant to electricity and fire which fits under her stylish jeans and blouse. Surprisingly, she also comes back with a deep crimson Zoe Moonsilver scarf and some chemically-dosed lipstick. Finally, she grabs a large shoulder bag and fills it with grenades and medical gear. All in all, she looks like she's gearing up for a war.

"That should do for me. When are we going for Woofer?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-05-11/1544:15>
3:47 am June 20th, 2072, some place in Seattle

@Woofer:

As you stare Germaine dead in the face, blood trickling down your lip, you see his face harden. 

"Very well then Mr. Steele.  We'll do it your way."

 He nods towards the silver haired elf, gets up off the seat and stands back.  The elf whom he referred to as Wanderlei moves around your chair and approaches you from behind.  You feel his hands clutch each side of you head.  You begin to feel his fingers heat up as he utters syllables in an ancient tongue.  You feel the room reel and the sudden presence of what feels like a claw digging its way into your thoughts.

[OOC: Spellcasting 4 + Magic 4 = (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3208227/).  Resist with Willpower and you get a mysterious +2 bonus.]

8:30 AM June 20th, Area 39.

@BB:

Mephisto seems to prefer speaking to you via simsense even when he's looking straight at you.

<<That is precisely what we've been trying for months now.  Without more search input we've just been cycling through the same hits in one form or another.  If you would like to try your hand at digging up information on any search term then Omnibus is at your disposal........and if you so choose we can set you up a little cot in the corner over there.>>

He pulls up an AR screen for you which is the interface with Omnibus. 

[OOC: Omnibus is a System 8 Firewall 8 Response 7 node.  The loaded programs are Analyze, Browse, Edit, Decrypt, Encrypt,  Command, Stealth, Hacking, Sniffer, Spoof.  All are rating 8 and the first 6 on the list have an ergonomic option.  It also has two rating 8 Agents loaded.  To do a data search give me a search term and then roll your DataSearch + Omnibus's Browse.  One roll per search term.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-05-11/2017:06>
As the mage starts to dig into his mind, Woofer begins to mentally recite every interrogation proedure in the KE handbook.

5d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3208839/) ((Willpower 3 + 2 bonus, 2 hits yay...))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <10-06-11/2151:22>
"Oh, no Meph.  Sorry.  I didn't mean on Oliver.  I already gathered you've been pouring yourself into that well for a while now.  I need to find Mrs. Germaine Robinson.  I'd like her to hear a special recording I have of her husband ordering us to kill their son.  It's part of the plan to get Woofer out of KE custody."

"So, Mercedes, what do you think?  You ready to break a woman's heart and then put it back together?  I know you're not too into the idea of using Jeshua as currency, but his mother may not be a complete and total monster like his father.  Just don't let her know about the kid until we've dealt with Germanie.  So, step 1: use Germaine's wife to pass on our threat of turning him over to the cops while simultaneously ruining his marriage.  Step 2: use Germaine to get Woofer in such a place where we can extract the guy.  Step 3: have Germaine arrested for conspiracy to commit murder and reintroduce Jeshua to Germaine's wife."

Brian turned to Mephisto.  "The kid's got Kriegers, by the way.  I know Evo is possibly the only corp or nation willing to give rights to the infected.  Any way we could help him and the mother out?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <10-06-11/2200:13>
Mercedes smiles coldly at Brian's plan, "He gave up his son because he was an 'inconvience'. Now he has Woofer. He deserves whatever happens."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <10-06-11/2217:44>
"It's important that he learns how things work in this business.  He came to us in his time of need.  He came to us personally, led us into his home, and talked extensively about how he would be ruined if this information ever made it out.  Then he tried to strong arm us, using his own crimes as blackmail.  It's time for him to learn that, when desperation drives you to do business with criminals, you don't own them, they own you.  Forever."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-10-11/1345:33>
3:47 am June 20th, 2072, some place in Seattle

@Woofer:

[OOC: Wanderlei's drain resist: Logic 5 + Willpower 4 = (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3211404/).  Force was 4, so drain is 4S, he resists it down to 2S.]

Wanderlei jerks for an instant and then snatches back his hands with a start.  You hear him gasp deeply trying to regain his breath.

Germaine's expression changes to one of annoyed confusion.

Germaine: "What's the matter, did you learn anything?"

Wanderlei:
"Something strange is going on.....<<gasp>>....something is different about this one.  There's some form of powerful magic which is blocking my attempts.  I recognize it though, I saw traces of it lingering on the aura of your boy before...."

Germaine: "THAT THING WAS NOT MY BOY!!!", he interrupts the other elf with a shout almost completely losing his composure but then pauses for a moment to wipe his brow and regain it.  "Very well then.  I doubt any amount of beating is going to make this ex-cop talk, he already knows the drill.  Wouldn't want to risk killing him either....  We'll just have to improvise.  I would have liked to possess the whole team .... but the magic surrounding this one may prove useful.  Nevermind then Wanderlei, at least we possess Mr. Steele.....and Mr. Steele will lead us to what we're looking for."  He leans forward again looking you straight in the eyes quite sardonically.  "Isn't that right Mr. Steele?"

8:45 AM June 20th, Area 39.

@BB: 

You queue up the Browse program and the ARO's of the room begin to wheel around you as if you were a star at the center of a solar system.  The speed and raw computing power of the system make your nerves practically orgasm with delight!  The skip trace of Mrs. Robinson is practically trivial.  As soon as the most important hits pop up you freeze in place upon reading what you find.  An obituary.

<<Darlene Annette Robinson, 2015 - 2072.   Darlene went to be with the heavenly father on June 12th, 2072 after succumbing to life-threatening burns she recieved after being rescued from the burning down of the orphanage where she volunteered.  Darlene was a devoted wife and mother.  Her Family was her most prized possession but her heart extended out to all those in need.

Friends and family will gather Tuesday, June 15, 2072 from 4:00 p.m. until 8:00 p.m. at the Shirley Brothers Fishers-Castleton Chapel, 9900 Allisonville Rd., with a funeral service Wednesday at 11:00 a.m. Darlene will be laid to rest at Overlake Memorial Gardens Cemetery.>>

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-10-11/2023:13>
"What, you looking for a quick end to this too, no a good way, turn your ass around, leave, and keep lying to your wife."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-11-11/1014:02>
3:48 am June 20th, 2072, some place in Seattle

@Woofer:

As soon as you mentioned the word "wife" you noticed Germaine flinch a little but continue to stare you dead in the face.
 
"An end to this Mr. Steele?  But this is only the begin-n......."

He is interrupted by the opening of the door and a human in his 50's in a full KE sergeant uniform enters and speaks.

"This interview is done for now Mr. Robinson.  Time to call it a night."

Germaine shoots a rather acidic look at him but then acquiesces, looking at you one more time before he leaves the room with the other elf as the ork security guard stays behind with the sergeant. 

"Finish processing the detainee and get him to bed."

Once the sergeant leaves the ork looks at you with disgust and roughly pulls you through the hallways.  You seem to eventually enter another part of the complex you're in which looks a lot more presentable and even high-tech and you recognize it as a KE detention facility....or jail for short.  The ork throws you in a cell and leaves.  Its already after lights-out so you can't make out clearly who's sleeping in the bottom bunk of the tiny little cell you can now call home.  You climb into the top bunk and before you know it you've passed out from tiredness and adrenaline fatigue. 

The next morning you're woken up by a blaring alarm and a bright light.  You climb down and your bunk mate gets up as well and you get your first good look at him.  He's a stocky caucasian-looking ork with quite shaggy brown hair and his bangs practically cover up his eyes.  He doesn't seem to even really notice you and he doesn't even utter much of a word until you've already washed up and are standing in line at the mess hall. 

"They call me Servo....just choose wisely where you sit."

With that he grabs his tray of food and moves off into the crowded hall which looks like a sea of bright orange scrubs.  You notice Servo sit down at one of the far tables where it seems only orks are sitting.  Once your lump of krill-mush is dropped onto your plate, you stand at the end of the serving line and debate what your next move should be.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <10-11-11/1914:56>
"Alright!  I found her!  Now all I need is a time machine so I can go back to before she died.  I heard that Renraku was working on one using pizza/bagel dynamics.  Ancient legend tells us that when you put pizza on a bagel, you can have that pizza at any time,  Past, Present or Future!  So far, they have had little success duplicating this effect with sentient toppings, but I have faith in their capacity for madcap science.  I mean, remember all the wacky shit that came out of the ACHE?  Good times...  Anyway, I guess we'll have to go straight to the man himself.  I'll drop a message through an anonymous remailer that'll point him to a message board where we can leave a prepared statement, filled with poignant threats and menacing questions."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-12-11/0811:59>
Woofer looks around, and finds a out of the way place and sits down.  <Oh goody, they put me in general population, at least it hasn't spread I'm an ex-cop.>  *winces as he eats the lovely food*

((Looking to see if there is anyone here thathe put away.))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-14-11/1800:04>
6:45 am June 20th, 2072, Some Knight Errant Detention Facility

@Woofer:

It's difficult for you to find a any space where someone is not sitting already.  You notice that meta-types tend to sit together with the occasional dwarf peppering the different groups of humans, elves and orks.  There are only two troll inmates that you see and they have special troll guards on duty.  It's standard procedure to move trolls around with security comprised of other trolls.  Despite this they are sitting with a group of orks.

You find a table which seems to have inmates sitting at it that don't appear to be attached to any other group and you sit down.  After eating a few bites of the lovely food and wincing with each swallow, the man next to you turns toward you and you nearly jump out of your seat.  His head was hidden under a bright orange hoodie but when he turns to you his eyes are a bright golden color with black-catlike slits which narrow.  He is wearing a sort of muzzle around his jaw which is designed for a meta-human head.  His skin is olive-green and completely comprised of fine little reptilian scales and his tongue flicks out as he hisses at you as you pretty much lose all your appetite for your already un-palatable meal.  You've seen a few products of SURGE in the past decade, but this man takes the cake for freakshow 2072.

He notices you staring and with a completely expressionless face speaks,
"What?  Do you have some kind of problem?"

As his lips move you notice razor sharp teeth between the bars of the muzzle lining his gums.

[OOC: roll Etiquette...default if you don't have it.]


10:00 AM June 20th, Area 39.

Karina pings you all on your commlinks and asks how the planning is going. 

She lets you know that the VTOL suborbital jump ship is queued up to shoot back towards Seattle by tomorrow night because EVO needs it by then.  Longer than that and it could cost the team up to 20,000 nuyen to charter another jump.  Karina is using her own budget so she doesn't have all the freedom she might want in the use of EVO resources.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-14-11/2254:34>
*Woofer blinks and then shrugs* "Nope, you?" *turns back to his lovely meal*

((and my default roll: 3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/3222580/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-18-11/1532:11>
7:00 am June 20th, 2072, Some Knight Errant Detention Facility


@Woofer:

[OOC: Reptilian changeling: Int 4 + Perception 2 = (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3227375/)]

The reptilian changeling doesn't seem to let up when you ignore him. 


"I'm still hungry, give me the rest of your meal newcomer."

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-19-11/0819:36>
*woofer sighs knowing what the Changeling is trying to do* "Do you really want more of this crap?  Somehow I doubt that, but here take it, full anyway."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-20-11/0054:03>
7:05 am June 20th, 2072, Some Knight Errant Detention Facility

@Woofer:

The changeling chuckles as he grabs your tray and slides it in front of himself and begins the messy task of trying to eat through the muzzle using a plastic spoon.  He pretty much starts to ignore you and once in a while glances at you and chuckles again. 

After the mess-hall clears out and you file out with everyone else and go back to your cell.  Servo already has a permanent job in the library and goes along to do that and you have alone time during which you pretty much just stare at the ceiling from your bunk.  At around 10:00 AM you notice someone pass your cell and drop something inside and keep on walking.  You climb down to take a look at it and it's a pack of Marlboro Lights cigarettes.  You open it up and it's only about half full but there's a paper note inside which you unfold and read:

"Enjoy the smokes brother"

[OOC: roll a Gang ID Knowledge test]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-20-11/1909:34>
5:00 PM June 20th, Area 39.

@Mercedes, Walks & BB:

You look at the time and notice that it's already late afternoon and you're not much closer to either contacting Germaine, or finding out where Woofer is being held if he's even still alive. 

@Mercedes:

Somehow you feel that he is still alive.  You can't really explain the feeling and it's rather strange, but you know he's out there somewhere. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-20-11/1958:52>
Woofer looks at what is rolled up with the note.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-21-11/0053:00>
@Woofer:

It's just that note and the cigarettes, nothing else. 

[OOC: roll the knowledge test to learn more.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-22-11/1645:42>
@Mercedes, BB, Walks:

You decide that contacting Germaine directly would be the first most obvious step after realizing that his wife is dead.  Karina assures you that transmissions in and out of Area 39 are quite secure and trace-less.  You call his old commcode and after only 3 rings you hear the other side pick up but remain silent.  After about 10 seconds of complete silence on both ends you hear a voice on the other line that you instantly recognize to be Germaine's. 

"Speak"

The call is on AR conference for the three of you to participate in. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <10-23-11/0137:43>
"Hello, Mr. Robinson. I think you know why we are contacting you. You have our associate and we want him back. Now, this could go easy on your end and you could return him, or we could disclose the information we have on you and your family to your employer."

[OOC: Let me know if you need any rolls]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-23-11/0926:16>
((Knowledge Roll, with a default to Logic))

3d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3233448/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-24-11/0942:49>
10:00 am June 20th, 2072, Some Knight Errant Detention Facility

@Woofer: 

[OOC: You actually have the knowledge skill I was looking for so I'll roll the extra dice for you.  Gang ID Skill = (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3234727/).  It's actually 2 dice but knocking one die off doesn't change anything.  So you get 3 hits total.]

You have often heard of different gangs in jail being distinguished by what kind of brand of cigarettes they prefer.  Cigarettes tend to be used as currency but for actual smoking each gang tends to gravitate towards a specific brand.  You heard of Marlboro Reds being smoked by Crimson Crush, but Marlboro Lights you're unsure of.  Using your special knack for analyzing situations your gut tells you that it's probably some kind of human gang.....maybe even with ties to Humanis on the outside.  You'll have to confirm your suspicion next time you're in the mess-hall.

Servo eventually comes back from work and he lets you now that it's yard time.  The geared up wardens ask the both of you to step out of the cell and they lock you to a chain as they lead you into a yard.  Once outside, they let you free and the scene is similar in size to the mess-hall except a little more relaxed with inmates with their shirts off taking in sun, working out and just shooting the shit.  You can see that a lot of them have cyber-ware, some of it rather showy and over the top gangsta-ware, but it's all been nerfed internally.

Sure enough you notice a group of humans eying you and eventually one of them pulls out a pack of Marlboro Lights and starts smoking. 

Your assessing of the situation is interrupted by Servo asking you a question.  You didn't even notice he was sitting close by.

"So what you in for?"


5:00 PM June 20th, Area 39.

@Mercedes, Walks & BB:

You see the little green translucent audio equalizer bar-graph under the blank AR icon which represents Germaine go flat as another silence ensues.  Then it jumps into action again as he suddenly replies; his voice dripping with the usual sarcasm.

"I don't see how you could tell my employer anything that they don't already know.  As for my family....well it is a shame that I must be the bearer of bad news, but both my wife and son died in a horrible accident.  And this, just as we had been reunited with our boy.  Very touching story really.  My wife, god bless her, was always very devoted to her philanthropic work, especially since our boy went missing.  She along with our boy perished in a fire at the Bird-Bear House where she was volunteering.  My boy had Kruegers all this time and was merely too ashamed to come to us with it.  I admit....I was a fool, I made some mistakes, let my fears and prejudices take over me ..... Well, such is life.  I've always told my dear friend Brackhaven that building codes in the barrens are woefully inadequate and a public safety hazard to one is a public safety hazard to all!

But on a more cheerful note, I'm very glad you called and was hoping you would.  Understand this:  I have the full backing of my employer Aries Macrotechnology and I'll come out straight and say why.  I have something they want.....or should I say I'm the best chance they have for getting something they want.  It appears our mutual friend Mr. Olivier Sanon has been up to something...something big.....something earth-shatteringly big, and my employers want to know what it is and even better yet, how to get it.  You found him once, you can find him again. 

So instead let me make you and what's left of your team a proposition.  You tell me what is so god-damn incredible about what Mr. Sanon is up to and how to find the poor bastard, and I'll do everything I can to return your friend Mr. Steele to you. 

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <10-24-11/1621:51>
"Yes, we heard about your family's tragedy. I guess to a man like you, every cloud has a silver lining, doesn't it? Of course, some people like to seed the clouds to make sure the storms come.

But enough about history. We're contacting you because we need Mr. Steele. We're looking for Mr. Sanon as well, but we can't do so without our compatriot. Since our goals are similar, I'd think you would be more inclined to helping us, instead of hindering us. I propose a deal. You return Woofer to us this evening, and when we find Mr. Sanon, we will pass on whatever information we discover about any of his 'projects', along with any relevant datafiles, back to you.

It's a win-win, Germaine. You get the information without need to file any expense reports."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <10-25-11/0308:21>
"He just told us that once he's got what he wants from us, then Ares has all they want from him.  All we have to do is what he's asking us to do and he's ruined.  Hilarious.  I don't think he's thought this through at all.  But, wait, what?  The setup at Angel's was for the murder of Jeshua Robinson, but the kid officially died in a fire at the orphanage?  What exactly did they arrest Woofer for?  This just gets better and better."
Brian pauses a moment to think of options.
"I say we release the evidence now, the trid of Germaine hiring us and asking us to kill his kid, and the trid of the phony arrest.  We get it to vloggers and tell them that this is the guy who burned down Bird-Bear house.  The combination of him sweating over anyone finding out, and the ordered execution should be enough to ask the question, "Did an Ares suit burn down an orphanage just to assassinate his wife and son?"  Then we go over Germaine's head.  Get the number of someone at Ares, let them know that we'll take the job, contingent on them releasing Woofer and shooting Germaine into the sun.  I'm sure that they won't have any problems getting rid of a guy who's been tied to arson at an orphanage." 
He turns to Mephistopheles.
"Meph, you guys said you wanted this Sanon thing shut down, right?  Should I assume you want it buried, or is a touch of info to Ares acceptable?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-25-11/0830:27>
Woofer looks at Servo, "Murder, but I didn't do it, just like everyone else in here, how about you?" *looks at what cigarettes Servo might have on him.*
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-28-11/0035:56>
10:05 am June 20th, 2072, Some Knight Errant Detention Facility

@Woofer:

You see that Servo rolls his own cigarettes with a tobacco called Coyote Spirit.

He replies:

"Innocent too..."

He chuckles a little at his own comment.

"But they caught me hackin' cars and stealin' them.  Used to be damn good at it too...man, do I miss the feelin' of the pavement under your wheels when you're jumped deep into a ride...."

He trails off lost in a memory until suddenly the both of you are interrupted by a red-haired middle-aged human with more tattoos on his ripped torso than a 50 year old yak.  The most prominent one is the giant rounded ear in the middle of his chest which is similar to the logo for Humanis.  He doesn't even acknowledge servo but he speaks to you in a quite friendly tone.

"Hey brother, what you doing over here speakin' with this damn tusker.  You know he don't got enough IQ to even carry on a coherent conversation.  Come on over and chill with us.  Name's Eric....come meet the gang."

Servo doesn't say a word and just keeps looking off into another direction and starts smoking his rolled cigarette.  You can tell he's biting down hard to control himself.


5:05 PM June 20th, Area 39.

@BB:

Mephisto looks at you dead-pan.  He touches an AR link and instanly Karina's AR image appears.  She is also watching you with a dead stare and then speaks:

<<Under no circumstances are you to share information regarding Mr. Sanon or anything having to do with him out to third parties.  I thought it was clear to you how much we need this buried, but let me be very explicit:  Do not share any information.>>


@Mercedes, Walks & BB:

Mercedes begins negotiating with Germaine and after a little back and forth:

"Although your offer does make sense....I must politely decline.  I have already realized something rather fortunate.  Something is different about this one.  He has a connection to this Mr. Sanon that could be exploited.  I think a more appropriate deal would be this:  In addition to your information on Mr. Sanon, you destroy all files you possess having to do with your first job...namely anything that has to do with me, and in return I won't torture and break your Mr. Steele.  It is not so much that I am scared of the legal ramifications of what you possess....my current level of immunity is quite sufficient....but primarily for shear peace of mind.  Once you do these things for me, I will release Mr. Sanon from Hollywood Detention Facility and your legitimate legal status will be re-instated."

His voice seems to freeze as he may have realized Mercedes smooth talking cajole a little piece of information from his loose lips. 

"The authorities still don't know that Jeshua was ever in Bird Bear House to begin with.  This is how I was able to exert a little influence to have our subsidiary Knight Errant attempt to take you into custody.  Once you give me what I want, we can clear this whole matter with me proving how Jeshua truly perished.  So I hope you will exert discretion in what you intend to share with the world, for your friend's well-being hangs in the balance."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <10-28-11/0111:10>
"You guys are getting all this right Meph?  It's like he's a bond villain.  I'm guessing all the obfuscating going on with this place will make anything he says inadmissible as evidence.  Pity, that.  I'm sure Woofer's friends at KE, and his dad's friends, would love to hear all this."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <10-28-11/0746:11>
"We will consider your offer, Germaine. But now, we have to discuss our options. We'll be in touch."

And with that, Mercedes hangs up on Germaine. Turning to the others, she smiles. "Now we know where Woofer is, let's go get him."

She starts heading out the room, but stops to look back at Karina's image, "And don't worry, I had no intention of giving Robinson anything."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-28-11/2223:25>
17:30  June 20th, Area 39.

@Mercedes, Walks & BB:

Karina speaks to you all via commlink. 

<<I appreciate your discretion.  I don't know how you got that piece of information out of Mr. Robinson but that must have been a hell of a bit of smooth talking.  I wouldn't trust that conniving sonuvabitch farther than I'd throw him, so if you have some way of checking out that info I'd definitely do that.  Without access to KE computers there's no way Mephisto can really check out the list of detainees in this short amount of time so hopefully you can come up with something better.   In any case, like I said before, tomorrow at 19:00 hours the sub-orbital jump back to Puget Sound is going to leave Area 39, so you have until then to try and pull something together.  Once we hit Seattle we're gonna have to make it an in-and-out operation.  Good luck team.>>

@Walks:
You start thinking about the time you spent last night communing with the Moon Maiden.  You were dead tired and don't even remember how you fell asleep but you vaguely only now begin to remember the dreams you had.  Something is different this time around.  The last time you went on the hunt deep into the heart of Redmond, she was trying to warn you.....you felt almost a push of resistance to every step.  Now it's almost the opposite.  You feel her edging you on.  Her mood even more nervous and tense than before, you feel her instead pushing you forward to do what needs to be done.  Hopefully further communing will bring greater clarity you think to yourself.

 The only bit of the long dream that you remember is of a very hot room.  It's a medicine lodge come to think of it.....illuminated by the bright orange glow of a forge.  A Souix metal worker drenched in sweat...a blacksmith if you will....pounding away at something he's crafting.  You cannot see his face, but you circle the sweltering lodge to see what he's doing.  Something soaked in red....blood come to think of it.  With every blow you hear a rattling.....the rattling of a chain, come to think of it.  He's forging a chain and it's drenched in blood.  He begins to turn his head and you wake up. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-29-11/1042:50>
Woofer looks at Eric, and tosses him the pack of smokes, "One of your boys dropped this, I don't smoke."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <10-29-11/1850:07>
"Since it looks like we can't get Woofer moved out of the prison for us that we have to go in. My thought is to have B.B. running overwatch while I sneak in with gear for Woofer and then we come out together. Maybe have Mercedes use a cover and her charm to talk her way in at the same time."
She Who Walks Through Walls looks at the two of them and then shrugs. "It is a starting point, but I'm definitely up for ideas. I always thought about breaking out when I was inside never thought I would break into a prison."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-29-11/2030:51>
10:06 am June 20th, 2072, Some Knight Errant Detention Facility

@Woofer:

Eric doesn't even move to catch the pack of smokes and the little carton hits him in the chest and falls to the ground.  He just remains staring at you with an expression so cold that it could make a yeti shiver. 

"I see how it is.  You're one of those "open minded" chummers.  Well, don't say I didn't warn you.  Spend a few nights here and you might have a little change of heart......realize who your true friends are.  Well, i'll just leave those smokes there.  If you don't smoke, then you might wanna trade them for something that you do need.  Noticed you were having some problems at breakfast this morning.  A man needs to eat eventually....."

He starts chuckling and strolls back over to the group and resumes doing bench-presses. 

Servo looks up at you between drags,
"That probably wasn't a good idea.  Eric's the leader of 5th World Glory.  Eric ain't someone you wanna mess with.....he's got a lotta boys on the outside.  He's probably already gonna start puttin' out feelers out there tryin to figure out who you are and they'll report back to him.  It's really hard rollin' 'un-attached' here in the pen.  Especially a fine lookin' little piece of tail such as yourself.  You better stick with me if you aren't gonna find a posse to roll with."

He points to another end of the courtyard to a large gang of orks. 

"That's the Crush over there.  Crimson Crush.  They're huge on the outside...almost got their own country in Redmond...just gettin' bigger'n'bigger....you probably heard of them.  Now that they seen you blow-off Eric...and believe me, they noticed...they know you ain't got anyone to avenge that ass if someone decides to tap it.  Better stay close human."

With that he flicks what's left of his cigarette and stands up to go talk what looks like business with some other inmates. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <10-31-11/2044:25>
Woofer sighs, and stands, and heads towards the group of Crimson Crush, looking for whoever might be the leader inside.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <11-01-11/2034:09>
"I got a question for Karina.  We've got some gear and a location, but there's still a question of transport and lodging.  I could probably steal a car when we get there, and I should have some people who can shelter us, but this is your show and I figure you might have a way to provide the same with less risk of exposure.  And, Meph, can you pull up specs on this detention facility?  If it's one of the old Lone Star cages appropriated by K.E. then we might be able to talk to a bent former guard who can detail their operations and schedules.  You know, stuff like if they have off-site laundry or what trucks come in on what days.  Hell, I don't even know what part of town this bunker's in.  Will it be possible to crud up the roads to lower response times?  Are there any Ares holdings on the other side of the city we can use to divert their forces?  I don't know.  Maybe I'm even thinking of this the wrong way.  I'm a guerrilla.  I have a tendency to think in terms of answering damage with damage.  Maybe Mercedes can use the evidence we have to get someone from the inside sympathetic to our needs.  Not every becomes a cop just to bully people.  Don't know if I can say the same thing about prison guards, but maybe I can.."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-04-11/1435:19>
10:15 am June 20th, 2072, Some Knight Errant Detention Facility

@Woofer:

You see a caucasian ork who looks like he's calling the shots.  His head is shaved and he has a red dragon tattoo with it's tail curving all over his face in intricate lattice work. 

18:00  June 20th, Area 39.

Mephisto fires up Omnibus's massive Browse program...

<<Coming right up....... ok looks like the blueprints are posted up on the Oasis VPN.  Not much on here about security, but it'll give you the general layout.>>

He shoots you some AR images:
(http://i772.photobucket.com/albums/yy5/Inca1980/GroundFloor.jpg)

(http://i772.photobucket.com/albums/yy5/Inca1980/2ndFloor.jpg)

(http://i772.photobucket.com/albums/yy5/Inca1980/Otherfloors.jpg)

Karina responds to your question about transportation:

"The sub-orbital jumpship can get you within a few blocks from the detention facility and do a quick VTOL in and out.....we can't risk letting it be seen though.  Z can conceal the ship but once you get dropped you're on your own until we rendezvous for the pick-up."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <11-04-11/1730:21>
Woofer keeps his hands where the gang can see them, "Name's Woofer, I did some work with Spiderman on the outside.  Seems I might need some additional friends on the inside."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-04-11/1855:27>
@Woofer:

[OOC: Ork's Judge Intentions: Int 4 + Cha 4 (2) = (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3252119/).  He successfully intuits that you might...just might be telling the truth.  Memory Test to see if he recognizes you: Logic 3 + Will 5 (4) = (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3252125/).  Doesn't recognize you from your days as a cop....it was somewhat of a long-shot anyways.  Roll a default to Charisma on Etiquette and add your street cred in there.]

The tattooed ork seems to size you up as you walk over and almost telepathically two orks who are at his side lunge towards you but he grabs them both from the shirt of their prison scrubs and pulls them back.

"Hold up....I wanna hear what he has to say."

The two orks at his side relax.  The tattooed leader continues:

"So you say you know my tusker Spidey...  First off, who the HELL are you?  Next thing I wanna know is why the hell shouldn't I make you my bitch right now??  Just cuz you did a little gang-banging with Spidey??  You definitely ain't no gang-banger!  Spidey's cool, but he don't have any say over what goes on in the pen.  He doesn't run shit."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <11-04-11/2135:46>
"Didn't say I did any gang banging, my team and I did a job that was mutually beneficial to the Crush outside.  In doing so there's less of a Yak presence in Crush territory.  And you're right, he doesn't run anything inside, you do."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-04-11/2302:46>
10:17 am June 20th, 2072, Some Knight Errant Detention Facility

@Woofer:

[OOC:  Ork: Crusher Knowledge 4 + Intuition 4 = (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3252441/).]

He looks rather un-impressed.  "I would have heard of it.  But don't worry.  We'll be your friends....real real close friends ..."

With that he start laughing out-loud and the other orks echo him. 

By this time the alert to go back inside has already gone off and everyone gets chained back up to the line by a series of drones and shuffled inside.

During lunch-time and dinner-time you have the same problem with having to give your food away to the crazy lizard man and you're stomach is twisting with hunger.  Other than that the day goes by un-eventful and incredibly boring. 

By 20:00 you're in your cell talking alone with Servo some more sharing a few details about your lives. 

Lights off at 21:00 and your hunger keeps you up for a while but eventually you drift off to sleep.

[OOC: roll an audio perception check with a -4 for being asleep.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <11-05-11/0439:50>
"Snatch and grab from a sub-orbital Stealth ship?  Aww.. I kinda wanted to blow up some walls.  I guess I can do that after the job's over."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-05-11/0856:34>
@BB:

Karina responds:

"Well, we can't risk getting too close to the aerial surveillance so we can only drop you off a few blocks from the detention facility.  Blowing up walls sounds pretty risky given the security it probably has, but it's your team, your plan.  You're going to have to find your own way into the compound though if that's what you're wondering."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <11-06-11/1015:06>
((OOC: 5 Perception + 4 Inuition + 2 Cyberears + 2 Percptive - 4 Sleeping: 10d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3254140/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-06-11/2332:16>
02:00 am June 21st, 2072, Some Knight Errant Detention Facility

@Woofer:
[OOC: Your cyber-ears got nerfed when you came into detention facility so, we'll take the last two die rolls off.  That leaves you with 4 hits.  Infiltration 2 + Agility 4 = (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3254925/).  You succeeded. Roll a Surprise with a +3 since you heard something and then also roll init.....so basically that's roll first Init +3 and then roll Init.  Someone's surprise roll: Init 7 + Aware 3= (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3254928/).  Someone's Init roll = (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3254929/).  Init score 11.]

A creaking sound of mattress springs wakes you up from the bunk below you.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <11-07-11/2032:32>
((Init 9 + 3 = 12d6.hits(5)=7 (http://invisiblecastle.com/roller/view/3256124/)  Inititiatve:9d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3256125/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-08-11/0758:06>
02:00 am June 21st, 2072, Some Knight Errant Detention Facility

@Woofer:

You lie there in the top bunk braced and ready to pounce but keep your eyes shut just enough so you look like your sleeping.   Your low-light vision has been disabled from your eye-implants and it's damn annoying having to see in the dark like when you were a kid, but you make out Servo slowly stand up and look at you to see if your asleep.  He's breathing rather heavily and you see he's holding something in his outstretched right hand and he begins to come closer. 

[OOC:  You won Surprise so you get to act against him for the first initiative pass and he's surprised.  You also won initiative since you tied but you have higher Edge.]

CT1, IP1:  Woofer -- 11, Servo -- 11
Edge: Woofer 3/3
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-09-11/1102:26>
07:00  June 21st, Area 39.

@Mercedes, BB & Walks:

You all poured over the layout of the detention center and tried to figure out how to attack this break out.  After a certain hour you felt like you were all ramming your head against the wall and decided to call it a night.  The next morning you pick it up again.  You have 12 hours until the flight back to Seattle.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <11-09-11/1651:57>
Mercedes begins working her contacts. Pulling as much information as she can on the prison Woofer's being held in: Weaknesses to assault, guards that are on the take or would be willing to be, anything that might help in their planning. She also puts a call out in the shadows for any help/info that she can find.

OOC stuff (http://forums.shadowrun4.com/index.php?topic=73.msg86069#msg86069)
VU93 stuff (http://forums.shadowrun4.com/index.php?topic=80.msg86072#msg86072)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <11-09-11/2227:48>
"I'm going to reach out to Sheldon.  See if we can work some angles that way."
<<@Sheldon:  Yo, Sheldon.  Can you talk biz?  I've got an opportunity that might interest you.  I know Mercedes reached out to you earlier about what help or info you might give, but I'm more interested in if you might have some work that goes around the prison.  Moving things in or out.  Carving up a side of beef.  You know.  Fun.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <11-11-11/2302:21>
As we start to get information in from our contacts She Who Walks Through Walls will use her knowledge skills of Ares Security Procedures (professional) 3, physical security designs (professional), Corporate security design (professional) 2, and the map that we have been provided with already to start trying to formulate some ideas

(OOC: 6d6.hits(5) → [4,6,3,6,3,5] = (3) If you want me to make more rolls let me know.)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <11-13-11/0724:19>
Woofer waits til Servo gets just a little closer,a nd then lashes out with his foot, into the side of Servo's head, and grabbing his sheet as he leaps on him tries to wrap it around his neck.

((Defaulting to Agility: 7d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3262544/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <11-15-11/0719:20>
"Back in the day, when we were ambushing Imps down in Oakland, we'd spend at least 4 days just watching to get their patterns and plan our movement based on that.  I'd really want that kind of time to do something like hit a prison, but that's apparently not going to happen.  However once we can get past the perimeter, I can get us the next best thing.  As long as I can get access to their system, I should be able to see their TI logs. (We'll need total signal blackout on our side by the way.  You remember that burst transmission VPN I set you up on at the Bunraku parlor?  That again.)  But, they've got to have a TI system, and they've got to have digital logs.  Meanwhile, at a place like this, there's gong to be a tag up everyone's ass, guards, prisoners, and visitors.  So, if I get that, I should have months of movement to scroll through in fast forward.  If I can't find a weakness in their pattern then, I'll hang up my link.  So, how do we move forward on getting their system?  I sure as hell don't want to punch through their security from the outside, digital or physical."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-17-11/2322:58>
2:05 AM June 21st, 2072, Some Knight Errant Detention Facility

@Woofer:
[OOC: I'll just interpret your last move with the kick and trying to grab him with the bed sheet as one Submission attack.  Your net hits 4 + Strength 3 are bigger than his Body 6 so you succeed in the Submission with one net hit.  Look at Subduing SR4A pg. 162 to see your options.  You need to spend a Complex action to maintain the submission and while doing so in brief you could vie for a better grip, inflict stun damage or knock him down.  It's your action again.]

The bed-sheet slides underneath his chin and you see his eyes wide with surprise as you stand behind him and pull hard.  He dropped whatever he was holding and has managed to slide his fingers underneath the wrapped bed-sheet but it's still hard for him to breath.  You hope to god you can out-maneuver this ork.


CT1, IP2:  Woofer -- 11, Servo -- 11
Edge: Woofer 3/3



12:00 PM  June 21st, Area 39.

@Mercedes:

After a few hours of comm-calls you manage to gather the following info:

Laesa:  "So let me get this straight, you wanna break IN to Hollywood Detention Facility?!  As far as we know it ain't never been done.  We got some pointy-eared's on the inside, but they pretty much stay loyal to the rules of the pen.  If you say the word, we can send a message inside to make sure they know your mom's one of us and stay out of your hair.  We can also deliver a message to the inside for you, but in terms of actually helping you out, that's up to the boys themselves.  Say hi to the ol' girl for me will ya."

Diego: "Orale chava.  Word out on wire is that you're a wanted shadowrunner Mercedes.  That means getting goods to you is gonna have to cost ya extra.  I hate to do this to you girl, but think of what kind of risk I'm putting myself through dealin' with someone as hot as you....and I mean that however you wanna take it.   B&E ain't my thing, especially the slammer, but I might be able to get my hands on some Hollywood scrubs for you guys.  Guard outfits would definitely cost'ya...but it's doable.  Hope you're able to get your pal out."   

Joey: "Hey there beautiful.  You never called like you promised.....oh well, i'll live.  Hollywood Slammer?  I got a client that comes in once in a while that works there.  I think he's a guard.  I also did the no-pants-dance with some fine little piece of tail that said she worked there.  Freaky bird let me tell you.  You ain't just callin' for info though....I can tell.  Let me guess, you're finally ready to do the no-pants-dance with me as well...am I right?"

Mr. Grey has nothing to say on the matter.

Hannibal:  "Crike!  Well if it aain't the laavely and eva' so daangerous Mercedes.  You never called!  Well if you're caallin' about those craazy 9-lives chips I aain't seen any since I gave you m' laast one months ago... I do howeva have a new product that came out not too long ago.  It makes that ol' game look like an easter-egg hunt.  Ain't none'a ma clients craacked it.   I definitely can sell you and yer friends a copy at a special discount of course.............. What's that you say, you wanna know about Hollywood Detention Facility?  Well, I did a little time there ma'self.  Guess I could answer some questions, but it was so long ago, ma' memory sometimes needs a little ....*ahem* ...refreshing so t'spake."


@BB & Mercedes:

Sheldon:  "How is it that whenever I cross paths with your team, somehow or another you always come at just the right moment to help me out with a problem that I may be having.   So you're lookin' to get in and out of Hollywood.....That's what impressed me right off about your group of 'runners....ya'll sure got some balls.  Well, I ain't ever tried to bust someone out...not worthit.  Most we do is run messages, and smuggle a few goods in and out.  Basically anything that can fit in a troll's ass-hole.

I'll tell you what though.....  You do a little favor for me, and I can make sure the Crush on the inside has got you and your buddy's back.  The whole break-out aside, him just survivin' in there is tough enough.  Right now the ork calling the shots on the inside is a dumb trog named Sexton.  Through shear luck he managed to kill my lieutenant that was originally in there calling the shots before, so by the rules Sexton assumed the role.  Problem is he's a fucking idiot...and it's gone to his head... thinks he's the one actually in charge.  My other problem is that none of the Crush on the inside wanna shank him.  That's fine with me....I like my boys good and loyal.  But that doesn't solve the fact that I need Sexton dead.  If you can do the hit and take in a message from me for my boys re-asserting true Crusher authority, then my orks will help you out in this operation as best we can."


@Walks:

Your wide experience with different security systems makes you quite confident in a few details: 

1.  Security system is centralized and completely cut-off from the matrix.  Probably accessible from the inside only from ubiquitous control panels. 
2.  There is most likely a TI system which on top of monitoring inmates, also constantly looks for hidden nodes and is able to triangulate positions with good accuracy.
3.  Magical security is most likely quite significant due to the cryo-towers which hold awakened inmates in suspended animation.


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <11-18-11/0752:32>
Mercedes relays all the information she got back to the team. "I think our best method isn't a full on frontal assault. It's too risky with no guarantee that we'd get Woofer, much less ourselves, out of there. If we can get you two into the building incognito, either with the scrubs or guard uniforms, and I check out this secretary to get us insider access to the system."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <11-18-11/2045:42>
"I agree that stealth is the best plan. If we can get the duds and cover ID I like the idea of going in undercover. If things go bad we then improvise from there. I don't know how much we can make firm plans since things are going to be changing as we go."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <11-19-11/1021:01>
<<@Sheldon:  I don't have problems deading the guy, if that's how you want it, but I figure there's options.  I could do him messy and make sure your name rings out for the deed.  It would show the reach you got, for sure, but it might make problems for the dudes locked up when it's time to pick a successor.  As an alternate, if there's someone in the joint you know has the heart to run things, even if they don't have the raw power, I could deliver unto them a massive tranq patch that would all but KO Sexton in seconds.  You know how it goes.  Dead man can't call you for cheating.  Also, by beating him down, the new guy gets the loyalty of the reds who followed Sexton for his strength, and he's got less to worry about some other big tough asshole punching his face in and claiming the crown.  It might strengthen your position inside, even if it doesn't make headlines for you outside.>>

Brian paused for a moment.

"Wait a damn minute.. I don't want to go into a prison.  That's a chump's game!  I wanna use drugs!!  Drugs are the answer!  Running over the blueprints we got, this facility has no infirmary!  No morgue!  If we can just get some slab to old Woof, we can fake his death and catch his body on the way out!"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-19-11/1100:15>
@BB:
Sheldon responds to you over the comm:
<<You make a good point my friend.  However it's not every day that people in my line of work enlist the services of people in your line of work to clean their dirty laundry.  Talent such as yours tends to be...how should I say....."way out of our league" so to speak.  This in and of itself sends a powerful message that I would not mind at all sending.  I have big dreams for our humble organization and even if the Crimson Crush is not a megacorporation, it is my desire that the world already start to see us as playing like one.  So for this reason I want you to kill Sexton and in my message I will instruct authority on the inside pass to someone I already know I can trust and then let the rest sort itself out.  So how do I want it done?  Like a shadowrun.  Feel free to spice it up however you choose so that it doesn't seem like some regular ol' ganksta shit....but rather a coordinated hit by a team of professionals.  So in short, just kill him the way you people know how and the Crush has got your back.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <11-19-11/1206:46>
<<@Sheldon:  I can't risk the whole op just to clip the guy, since I've got obligations to my people and all, but, if I think it's possible, I'll do him so that it sends a message.  If it's not possible to get to him for whatever reason, like he's in Ad Seg or alarms are going off on us, I promise I'll at least make sure your people inside have the means to give the guy a traitor's death.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <11-20-11/0818:34>
Woofer continues to wrench on the sheet, "Drop the shiv NOW."

((inflicting Stun Damage))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-21-11/1300:30>
2:05 AM June 21st, 2072, Some Knight Errant Detention Facility

@Woofer:
[OOC: Resisting Str 3 Stun damage.  Servo: Body (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3272852/).  He takes 2S.  He doesn't have a 2nd IP, you do cuz your Bioware is still active.  It's now the 2nd Combat Turn so roll for initiative.  Servo's Init: (7d6.hits(5)=1).  Init Score: 8.  He only needs to beat 1 net hit on your submission hold so if you want to improve your grip with a CA, it's just another Unarmed Combat roll with a +2 for superior position.]  (http://invisiblecastle.com/roller/view/3272853/).

You continue to Yank hard on the bed-sheet and you hear the ork gurgle and choke but you notice his hands are still around the sheet and you're worried he could break the bed-sheets tenuous grip around his neck. 

2:00 PM  June 21st, Area 39.
@BB:
Sheldon: <<Sounds Good my friend.>>

@BB, Mercedes & Walks:
Five hours until lift-off.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <11-26-11/2247:20>
((first, tightening the grip on the choke: 9d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3278733/)  and now...new Init roll: 9d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3278736/)  ))

"I said, drop it now."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <11-29-11/0906:29>
2:05 AM June 21st, 2072, Some Knight Errant Detention Facility

@Woofer:
[OOC: Servo's defense: Reaction 3 + Unarmed 2 = (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3281408/).  That's 1 net hit for you so that makes the grappling threshold to break free 1 higher.]

You struggle with the ork as he starts tugging on the bed sheet pulling it away from his neck but you manage to wiggle it enough to slip it even farther underneath his chin.


06:00 PM  June 21st, Area 39

Karina contacts you all over your commlinks:

"Alright ladies and gentlemen, we're one hour away from lift off.  Z and I got our bags all packed and we'll be doing some last minute odds and ends.  I know this has been rather short notice, but time is something we don't have the luxury of.  We'll see you on the helo pad in 1 hour."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <11-29-11/0943:25>
Mercedes goes over the plan once more with the group. She's going to go into the office and see if she can't "convince" the secretary into gaining access to the system, allowing B.B. to get in and gain control. Meanwhile, Walks will sneak in when the All Clear is given and we'll grab Woofer and head out.

"Anything I'm forgetting? Any other details we need to discuss again?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <11-30-11/1740:32>
"I think it is as good a plan as we're going to get without knowing details."

She Who Walks Through Walls will gather up her stuff and the stuff she grabbed for Woofer and head for the shuttle.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <12-01-11/1722:22>
@Mercedes, BB & Walks:

(http://i772.photobucket.com/albums/yy5/Inca1980/SRscene50.jpg)

9:00 PM, June 21st, 2072 -- Hollywood neighborhood in Redmond, Seattle

Despite the paranoia causing your eyes to dart up and down the street looking every few seconds, it's good to be back in Seattle. 

Even though you hadn't been gone more than 48 hours it still felt like an eternity.  Just a few days in the shadows can seem like a lifetime, but these last two days had been especially eventful.  The meeting with Angel that turned into an ambush, the near fall to your death only to be caught in mid-air and whisked away sub-orbitally to a far off Evo base of operations known only to you as Area 39.  Hanging most heavily over your thoughts is the thought of having left Woofer behind.  You had no choice, but now only Ghost knows if he in fact is actually imprisoned in the detention center only two blocks away from your present location.....much less what kind of shape he might be in.

Karina and Z discretely dropped you off about 2 blocks East and you're on your way walking at a brisk pace to a location you haven't even had a chance to case, nor had enough time to hatch a plan that most teams would spend months, maybe even years planning.  But the racing beat of your heart reminds you why its gotta be this way.  Every little pair of cyber-eyes that passes you and every little KE drone that whizzes by makes you cringe and turn away.  Facial recognition software only needs about 3.6 micro-seconds to do a successful cross-reference.  Even though this is Redmond and people come here with the express purpose of being left the fuck alone, there are still casual snitches everywhere.  They don't live long, but it still pays off sometimes. For all you know the ork making eye contact with you for a brief second will be more than eager to collect reward money and his Aries Crime Stoppers spyware will forward an image of your faces from cyber-eyes directly to KE, automatically depositing a cred reward in the shady friggin ork's bank account.  You cross your fingers and keep walking.  Being wanted in 2072 ain't no fun at all.

The three circular towers of Hollywood Medium Security Correctional Facility loom about a block away and you can see the facility takes up a whole city block.  Surrounding the area which is visible on the blueprints Mephisto snagged for you is a 40 meter tall bulwark around the whole perimeter. 

[OOC: Bulwark is on the right side of the street.  Towers are not visible in image and would be on the right side of the image behind the bulwark.  This pic is mainly for ambiance :)]

(http://i772.photobucket.com/albums/yy5/Inca1980/SRscene27.jpg)

You cannot see any guards along the middle or the top of the bulwark but they might be on the inside of it.  The only visible guards are at the entrance.  The two of them are each in a full suit of KE armor and you see the street lights shining off the mirror-like reflective front visor of their helmets.  They are standing on each side of a sallyport style gateway whose massive doors are closed.  A smaller humanoid size entrance way is embedded in the right gate with one of the guards standing right next to it.  They don't seem to notice you as you are still mingling around some light crowds at the beginning of the street about 50 meters from the entrance.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <12-03-11/0736:32>
Woofer goes low, hoping to take out Servo's knee while he's catching his breath.  (( 9d6.hits(5)=1 (http://invisiblecastle.com/roller/view/3278736/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <12-03-11/0833:25>
As we approach the building Walks will ask, "Mercedes, do you see anything magically active on the outside of the building?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <12-03-11/1231:10>
2:05 AM June 21st, 2072, Some Knight Errant Detention Facility
@Woofer
[OOC: I made a mistake man, you got 4 net hits on your attack test so his threshold for breaking free is 4, not 1.  Adding the hit from improving your grip on him that's 5.  So i'll roll once for him to break free, and if he fails, then he'll give up.  Sorry about that man.  Servo: Str 6 + Unarmed 2= (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3286714/).  He fails.]

You finally feel his grip relax and he starts falling unconscious until he lays limp against the bunk with you behind him.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <12-03-11/1238:56>
Mercedes switches to her Astral Perception to get a view of the wall.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <12-04-11/2336:33>
@Mercedes:

The presence of a solid number of pedestrians from where your standing lights up the astral plane in this urban jungle to feel that you're aura is outshone enough so that any astral security patrolling the bulwark won't notice you.  You make sure to focus and hide those aspects of your aura which could give away the fact that you are awakened, especially while you go dual natured to perceive astrally. 

You see hovering right above the two KE guards in astral space is a spirit which looks like it could be an air elemental summoned by a hermetic corp. sec. mage right over the door in the entrance gate.  High up near the top of the bulwark you see an occasional appearance in astral space of another such elemental flash into appearance, freeze for a moment while it looks all around and then zips away in an almost invisible blur to scout on some other end of the bulwark.  So far you've counted 2 spirits but you feel there could be more.  None of them have seemed to notice you yet.

It seems that the first task is going to be getting through that gateway somehow to make it into the actual towers.  The KE guards are obviously mundane, but then there's the whole issue of your weapons and the scanner you'll have to pass to get in. 

@Walks:

Invisibility isn't gonna work on the spirit in the astral plane that Mercedes told you about.  Then again, he really only is clued into your aura and maybe you could attempt some creative Masking.

@B.B.: 

The public node for the compound is trivial to get into but on a simple inspection it's quite obvious to you that the wireless node is not connected in any way to the towers.  It's definitely gonna have to be an inside job...i.e. getting inside and hardwiring yourself into the system from there. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <12-06-11/0846:03>
Woofer releases a sigh of relief, and kicks what Servo had in his hand, and using the sheet, ties his arms down.  Woofer picks up and looks at what Servo was wielding.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <12-06-11/0941:56>
2:06 AM une 21st, 2072, Woofer's Cell
@Woofer:

You see that it was a self-fashioned shank using filed down plastic tubing and duct-tape. 

It seems the struggle was quiet enough that you don't hear anything stirring except the occasional cough coming from the other cells.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <12-09-11/1220:27>
2:15 AM June 21st, 2072, Woofer's Cell

@Woofer:
You manage to shove Servo back onto his bed and he continues to lay there motionless but you still feel a pulse and he's breathing normally.  The rest of the night you have trouble sleeping partly cuz you're worried about the ork waking up and causing another Ruckus and mostly about how to get out of this damned place.  You realize there's not such thing as friends inside here.  All your friends are out there and you can only wonder what they're up to....or if they're even still alive.  This thought makes you shudder.  Part of you feels that if Mercedes isn't out there any more, then you don't even know if you want live out their either.  She's helped keep you away from the darkness that beckons you constantly for so long, that maybe being in here is the only way to keep it away. 

The next morning you see Servo get out of bed normally and glare at you briefly but also rather sheepishly.  You feel he learned his lesson and isn't gonna make any more attempts on your manhood......at least not by himself.  The rest of the morning follows the same routine as usual but as you start approaching the mess hall you feel your stomach growling like never before.  It's been a whole day since you ate and if you don't get your breakfast this morning you don't know how much more you'll be able to control yourself. 

Once you get with your tray to a table you notice the reptile freak is actually seeking you out and comes to sit right next to you and says:

"You know the drill....fork it over chummer....no pun intended hahahaha"

[OOC: Roll a composure test: Charisma + Willpower (2) test to not loose your cool.]




10:00 PM, June 21st, 2072 -- Outside Hollywood Detention Center.

@Mercedes, BB & Walks:

at 10:00 PM you notice a the small inlaid doorway slide apart and two new guards come out to replace the ones who were there before.  They shoot the shit a little and chuckle through microphoned voices and then the two guards who just got off their shift walk inside. 

@Mercedes:
The air spirit just stays hovering there in astral space oblivious to the change in shift.  She just looks here and there scanning astral space with a single-minded concentration.  The spirits summoned by hermetic traditions definitely exhibit a submissiveness if not quite a lack in individuality and personality.  High up near the top of the bulwark you see the the patrolling spirit still doing it's lightning fast rounds.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <12-10-11/1600:22>
@Mercedes, BB & Walks:

From looking at your AR map of the interior of the facility and what you can see of the bulwark from the outside, BB makes a more complete sketch.

(http://i772.photobucket.com/albums/yy5/Inca1980/GroundFloorcomplete.jpg)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <12-12-11/2254:45>
Woofer looks over at the Blue guy.

(( 6d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3298952/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <12-14-11/0443:34>
Having scoped the place out from ground level for a little while, B.B. is pretty down on their current plan.  <<@team: This place is closed up tighter than a dolphin's butthole.  No wifi in or out means I gotta get inside before I can help you out digitally.  So, Mercedes would need to be able to talk 3 people, matching the description of fugitives of the law, into a prison.  Seems shaky, even if we get some good disguises going.  I assume the guards at the door just have panic buttons and cameras on them to make up for lack of wireless communications.  Hold on while I browse around to see if I can find some sewer plans or, failing that, some guided missiles.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <12-14-11/0601:54>
Walks will say, "My plan was to sneak in myself rather than be talked by the guards, but that isn't going to make it any easier. Sewers are a definite thought, but we will still need to breach in at some point. I don't think smashing down the door with a missile and then trying to grab Woofer is a better idea. Or did you have a different plan for the missile?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <12-14-11/0736:44>
"If Walks can take care of herself, I think I can talk you inside, B.B. It may be a bit... unconventional though."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <12-14-11/0809:18>
"I'm sometimes pretty good at disguises, but can you sweet talk a metal detector?  That's our problem here.  If I can't get access to their security then I can't get us past the gate.  Can't go in the door, and it's like infinity stories high, so I don't wanna hop the fence.  We're really going to have to do some rethinking of how we approach this place.  Did anyone score infor from someone who knows the operation of this place?  Like, could we get a ride in or out on a laundry truck or ambulance?  I still kinda want to check out the sewers.  Worst case scenario from the sewers, we could try and plug their output and make them call a plumber to get our in."

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <12-15-11/0259:52>
8:00 AM June 21st, 2072, Mess Hall:
@Woofer:

The reptile's chuckle stops dead.  "Fork it over chummer or you're fucked"

With that he reaches over with his spoon and tries to pick up the soy mush straight off your plate.


10:30 PM, June 21st, 2072 -- Outside Hollywood Detention Center.
@Mercedes, BB & Walks:

One of the guards seems to tell a joke that the other one finds quite funny.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <12-15-11/2021:21>
Woofer pulls his arm dragging him close, "Take this last spoonfull, as it's going to be your last, do we understand each other?" *looks him dead in the eye*
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <12-21-11/0834:02>
((Intimidation roll: 7d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3309388/) ))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <12-24-11/2008:56>
8:00 AM June 21st, 2072, Mess Hall:
@Woofer:
[OOC: Reptile: Intimidation 2 + Will 4 = (6d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3312585/). 

The reptile man sees the crazed look in your eye and as you twist his arm and jam the spoonful of mush through the tiny bars of his muzzle into his mouth and make him choke and gag.  You keep pushing it and he flails desperately until you feel he's had enough and you pull it out.  He gasps for air and as soon as he's coughed and spit it out he turns his tail around and starts booking for the bathroom.  The whole half of the mess hall near your seat has taken notice and laughs and jeers as he runs out.  A few inmates look at you and wink giving you an approving thumbs up.  You sit back down and wipe off the spoon, not even caring where it's been and start chowing down.  Mush never tasted so good.  The guards seem to have let the whole exchange play itself out and didn't interfere at all. 

With some sustenance in your belly the rest of the day until yard-time runs smoothly.  Once the chain-gang drones release you all into the yard you notice that an ork you remember hanging in the yard with the Crush bumps into you and coughs twice.  He just keeps on walking as you look give him a "what the hell?!" look but then notice a piece of paper he dropped on the ground.  You quickly step on it and look around.  No one seems to have seen it.  You bend down to tie your shoe laces and quickly slip the note into your hand.  As soon as you feel no one is looking you unfold it and covertly glimpse at it before enclosing it again in your fist.  Quickly scribbled in pencil you see:

"Red dragon iz dedtrog walking
Ur frnds r coming 4u"

Your chest bursts with relief that just maybe they're ok. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-01-12/2258:20>
Walks Through Walls takes a deep breath and says, "We ready to do this?" Then she walks back to an alley just around the corner from the facility. She concentrates and changes her aura so it looks like that of a mudane.
(OOC Int. 4 + magic 5 + initiate 2=11d6 11D6E5 => 6 | ones: 1)

Hoping that it is good and that Mercedes will be able to match it well enough Walks calms herself and summons up the watcher
(OOC Magic(for mage skills) 3 + summoning 2=5d6 5D6E5 => 3) knowing that she doesn't need the watcher for long she will limit it to a 1 hour time frame.
(Drain wil 4+chr 5=9d6 9D6E5 => 2 | ones: 2 so no drain)

She smiles at the mental image of the watcher and lets it know she will give it her instructions in a moment. She then summons up a force 2 air spirit.
(OOC Magic(for mage skills) 3 + summoning 2=5d6 5D6E5 => 3 | ones: 1)
(OOC let me know how many services Walks ends up with and what drain she needs to resist.)

Walks Through Walls starts going over the plan again in her mind clearing it and getting ready.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-02-12/2042:55>
(OOC Drain roll: will 4 +chr 5=9d6 9d6.hits(5) → [3,3,5,6,5,2,3,6,1] = (4) )

Walks Through Walls breathes deeply in and out. OK things still feel fine. Step one down. She will walk to the corner of the alleyway where she can see the guards and tell the watcher, "When I give you the signal you are to fly right over there yelling about the crazy spirit that is chasing you. Then keep the spirit there between you and the air spirit here." and she looks at her air spirit she just summoned. Turning to the air spirit she will tell it, "When I give the command you chase the watcher, but don't quite catch it. Chase it around the spirit there," and she looks at the guard station, "If it says anything to you tell it that your master told you to kill anything that came in the room and this thing did so you must kill it, and keep chasing it."

She will walk over to the group, and say," I think I am ready. Mercedes, could you match your aura to mine?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <01-03-12/0707:28>
Brian adjusted his little kid costume a bit.  "So I gotta think little elf kid thoughts on the way in?  I'll do my best.  I gotta ask though, if it falls to shit, do we shoot our way in or shoot our way out?  I can jam their comms no problem, but if they've got a panic button hard-wired in, we'll have the whole place on our asses."

(OOC: I assume this is the part where we determine what stuff we're stashing and what we're bringing inside?  Are we going to roll in with full arms and hope to disable them without raising an alarm, or do we go in bare bones and hope to slip past them.  Basically, I need to know if I should bring grenades, spare clips, things such as that.  Anyway, disguise roll.  Int 5 + 3 nans +2 disguise +1 reflex recorder = 11d6.hits(5) → [5,4,4,5,3,2,5,6,5,4,1] = (5) (http://invisiblecastle.com/roller/view/3315454/) good at disguise today.  Trying to look like an elf child.  Masking aura.  Not a skill, so nanites don't come into play. Int 5 + Mag 4 + 1 Init = 10d6.hits(5) → [2,5,1,4,1,5,5,3,2,6] = (4) (http://invisiblecastle.com/roller/view/3315455/) It's like vis cast missed me as much as I missed it. 
I'll throw a couple of palming rolls as well.  Agl 6 +2 palm +1 reflex recorder.  9d6.hits(5) → [5,2,4,4,4,2,1,3,2] = (1)  9d6.hits(5) → [3,3,1,1,6,6,3,6,2] = (3) 9d6.hits(5) → [6,6,5,6,2,4,5,1,2] = (5) (http://invisiblecastle.com/roller/view/3315456/)  Even with -2 on the opposing roll, I'm not liking that first one.  Edge for the reroll 8d6.hits(5) → [6,5,1,4,3,1,6,2] = (3) (http://invisiblecastle.com/roller/view/3315458/)  Alright that should be 4, 3, and 5 with -2 to spot the SMG (chameleon coat + conceal holster) -2 to spot the Machine Pistol (chameleon coat) and a third thing to be determined.  Probably a splash grenade, or maybe the drones, I don't know exactly what we're bringing yet.)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-03-12/0820:41>
[OOC: Masking/Flexible Signature to match Walks (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3315482/), Disguise check (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3315484/) (appear to be B.B.'s elf mother? ;) ), Palming/Hiding Morrissey Élan (5d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3315488/) (-4 concealability to guard's perception pool)
   Also, just as an FYI:
Quote from: Arsenal, p. 20
Composed entirely of polyresin materials, the Élan cannot be detected by magnetic anomaly detectors (MADs)
"I've attuned my aura as best as I can to yours, Walks." She looks down at B.B.'s fidgeting and straightens his collar. "Hopefully we won't have to do any shooting at all. If we can't get in, we're not going to be able to force our way in, at least not without some more help. If things go south while we're inside, run first, shoot second."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-03-12/1737:34>
"I think if it comes to shooting we shoot our way out. As far as what we are taking in I'm going with B&E gear, taser and stuff to outfit Woofer once I get him. I'm ready when you all are. Hopefully things will go smoothly."

Walks then turns her comlink to hidden mode, and takes a deep breath. She slips off the street clothes she had over her suit and puts it in the chameleon coated pack. Pulling out the mask she puts it on and engages the chameleon feature. "Lead when you are ready Mercedes, but don't make any sudden turns or movements because I'm going to try and stay in your shadow."

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <01-03-12/2314:25>
Disguise roll to help Mercedes.  Using her roll as a teamwork bonus.  12d6.hits(5) → [5,6,3,5,3,4,5,2,3,3,4,3] = (4) (http://invisiblecastle.com/roller/view/3316233/)

Brian looked at Mercedes and raised an eyebrow.  "Come here and let me help you with that disguise a bit."  He started making her look no less like a mother but much less like her wanted self.  "I don't have the luxury of running.  If it comes to a retreat, only people these legs will carry me away from will be unconscious or dead.  Besides, I'm not too hopeful about beating the police dragnet without our flying friends helping us out again, and we've no means to call them, much like they've no incentive to help us if we make a mess of things." 

"I've come to appreciate the sort of power provided by decisive actions.  When someone commits themselves fully to a goal, without thought of swerving, that determination can carry them much further than they could ever hope for by half measures and careful considerations."  He took a long breath and looked at both of them, in turn.  "We are wanted for the murder of a police, and we are about to walk into a prison run by those police.  Killers, holding killers, who have no one to answer to.  This is not a time to waffle or waver.  We need to do this to get clear.  If you don't think this is the only way ahead, then, I'm not going in that door.  Because if there's another option, any other option, like crawl into the sewers and disappear, then I'm taking that over walking into a damn JAIL with backup that's unwilling to go all the way."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-04-12/0757:43>
"Don't worry, if we have to shoot our way out, I have no problems with it. I'm just hoping it won't come to that."

Turning towards the front gate of the jail, she steadies herself, takes a deep breath and grabs B.B.'s hand. As they get within earshot of the guards, she tugs on his arm, forcing him to hop a step. "C'mon, Junior! Stop draggin' your feet! We're going to go visit your daddy!"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-04-12/1215:53>
[OOC: Air Elemental Assensing: (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3316700/).  You all fool it into looking mundane and Mercedes' aura looks like Walk's mundane aura.  Guard's Perception to see through Disguise: Int 3 + Percep 2 + Vision Enhancements 3 + Teamwork 1 = (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3316731/).  They buy that Mercedes is a mom and BB is her little elven son!  Now, the big one...Guard's Perception to see Walks: Int 3 + Percep 2 + Vision Enhancements 3 + Teamwork 1 + Chameleon -4 + Behind Mercedes -1 = (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3316741/).  I'll just buy hits on her Infil cuz chances are she won't glitch....but next time roll it.]


11:30 PM, June 21st, 2072 -- Outside Hollywood Detention Center.
(http://i127.photobucket.com/albums/p152/sticks_08/Shadowrun/KnightErrant.jpg)

@Mercedes, BB:
Dressed in rather old drabby thrift store urban casual, you leave the throng of pedestrians and start walking towards the two KE guards standing watch at the metahuman sized doorway embedded in the large hydraulic entrance gates.  Mercedes tugs little BB along as he tries to splash his foot in every puddle he sees along the way.  The guards don't seem to react other than by shifting a little in their place and adjusting their grip on their HK-227X's.  Once you come within about 5 meters one of the officers puts up his hand motioning for you to halt.  A quick glimpse into the astral shows you that Air Elemental hovering above the guards seems to be ignoring you completely.  Your throw-away comms get an incoming typical corporate AR greeting screen:

<<YOU HAVE JUST CROSSED INTO ARES MACROTECHNOLOGY TERRITORY Extra-territoriality Act S329W990>>
<<IF IT IS NOT YOUR WISH TO LEAVE UCAS TERRITORY, PLEASE TURN AROUND NOW>>
(http://i740.photobucket.com/albums/xx42/burt_reynoldz_mustache/AresCorporation-1.jpg)

The guard on the right with his hand up speaks in an electronically amplified voice as if it were coming through a walkie-talkie:
"Citizen, please identify yourself and your young one and state your business.  If you are not in possession of a valid SIN then you must be cross-referenced before continuing on to nocturnal visitation hours."

Thank the Great Ghost for the more nocturnal tendencies of different meta-types or you'd only be able to visit in broad daylight like it used to be in the 5th World. 

@Walks:
You engage your Chameleon suit and sneak out of the alley.  No one walking the streets manages to notice you and with the agility of a cat you make it over behind Mercedes.  You hope to ghost that you were able to change your aura to look plain enough.  As she walks with BB in hand you make sure to stay in lock step with her and the quiet traceless nature of your movements makes it so that only extremely observant individuals might see the glassy contours of your form hiding behind Mercedes.  Once she's gotten all the way to the guards you hold your breath preparing for the worst, but so far no one or no thing seems to have noticed you. 
[OOC: roll in an Infil]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-04-12/1257:15>
Mercedes stops and pulls B.B. close to her, then smiles up at the guard. "We're here to visit my boyfriend. We were told that we needed to speak to the office secretary to fill out some forms about conjugal visits?"

Con 5 + Charisma 8 + Kinesics 3 + Improved Ability 1 + First Impression 2 (19d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3316801/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-04-12/2203:34>
As they get stopped by the guards Walks will look to see if the door is open or closed. She will then give the mental command to her watcher and air spirit.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <01-05-12/2120:44>
Woofer sits in a unobserved spot, reading the note again, hoping he gets out of here soon.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <01-06-12/0146:42>
Brian was pretty good at avoiding eye contact.  You get a lot of practice at that when you've done enough truly shameful things.  Up close he had a better look at their security and was happy to give it a professional inspection.

((OOC:  Security Procedure knowledge Int 5 +1 skill +3 nans = 9d6.hits(5) → [4,6,4,2,6,4,1,5,3] = (3) (http://invisiblecastle.com/roller/view/3318810/)  Security company Knowledge 9d6.hits(5) → [1,2,4,2,1,3,6,1,4] = (1) (http://invisiblecastle.com/roller/view/3318814/)  Ares knowledge 9d6.hits(5) → [5,5,3,6,5,1,2,1,6] = (5) (http://invisiblecastle.com/roller/view/3318815/)))


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-09-12/0211:27>
11:30 PM, June 21st, 2072 -- Outside Hollywood Detention Center.

@Mercedes:
[OOC:  I'm adding a -1 suspicious modifier to your roll which leaves you with 5 hits.  Guard1 Charisma 3 = (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3322387/).  Guard2 Charisma 3 + Teamwork = (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3322388/).  That's a glitch.]

Even though you can't see his eyes, you can tell right away that the guard you're talking with is definitely checking you out through his visor.  They both chuckle a little. "Woah lady, I don't really know about those types of procedures....but if they told you that then you're gonna have to talk about that with reception.  Can we please see some ID mam....and if you'd just submit to a quick retinal....the little one is ok, but I just need one from you."

@BB:
You can see that the gate is activated by a typical screen panel console right next to it.  It even has a datajack input to jump into directly...a little old fashioned like something from the '50's.  You can also tell that the Mercedes is definitely smoojing the guard's with her A-game and it seems to be working.  Ares corporate culture tends to trickle all the way to the bottom and male chauvinism is an attitude implicitly fostered in the rank and file. 

@Walks:
The door in the gate is closed right now.  You send the word to your spirits and they begin shooting towards the air over head.  Through your mindlink with them you see bits and pieces but at the moment it's hard to figure out what is going on.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-09-12/0746:43>
Mercedes smiles at the guards and starts rummaging through her shoulder bag. After a minute or two of searching, she retrieves the commlink with her Morena ID (Rating 3) on it. She makes a show of slapping the 'link like it has trouble turning on and bites her lip until it registers her PAN. Smiling back at the guard, she presents the 'link to them. "Here you go. I need to get a new 'link, but with the kid and everything that his daddy's gotten into, it's been tough getting a new one...".

Con 5 + Charisma 8 + Kinesics 3 + Imp Ability 1 - Suspicious 1 (16d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3322573/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-09-12/1159:11>
11:30 PM, June 21st, 2072 -- Outside Hollywood Detention Center.


@Mercedes&BB:
The guard holds up what looks like a little laser to your eye and initiates a retinal scan.  It makes you flinch a little.
[OOC: roll the rating of your fake ID.  Scanner's roll: (4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3322655/).  Critical Glitch!  Don't even roll.  Both of you make another disguise roll though against some cameras.]

"Sorry about that Miss. Baccarin, I'll make sure to manually pipe your info into the system as soon as we let you in so that you don't need to do that again.  When I let you in a hover drone will accompany you to reception."
He looks down at BB and gets on one knee.
"Hey there little fella...I got a treat for you!  I bet'cher gonna be an NBA star when you grow big and tall!"
He pulls out a little card from his vest and gives it to you.  It's a Miko Nabuto NBA card that authorities typically give out to kids.

@Walks:
From your mental link you learn that your air spirit is locked in astral combat with the guarding air spirit.  The mental link with your watcher has been severed and it most likely has been disrupted.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-09-12/1253:20>
Disguise 1 + Intuition 4 (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3322743/)
Use a point of Edge to re-roll failures:
Edge re-roll (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3322746/)
2 Successes at least.

"No problem, thanks for all of your help." As the guard gives the card to B.B., she smiles down at him, "What do you say, sweetie?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-09-12/1706:00>
Walks mentally tells her spirit to move back away from the gate and move back to the alley, but keep facing towards the door and she is going to try and determine if the spirit is watching them or her spirit.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-10-12/1445:44>
11:35 PM, June 21st, 2072 -- Outside Hollywood Detention Center.
@Walks:

From the mental image you're recieving while crouched behind Mercedes you can see the guarding Air Spirit is focused on your Spirit which speaks to you through the mental link.  "Sister I can't hold on much longer, I am no match for it!"   You feel it is in an enmorous amount of pain and that saddens you.

@Mercedes&BB:
[OOC: Sensor 3 + Facial Recognition Software 3 = (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3324180/).  woah, close...but you fool the software with your disguise. Roll against BB's disguise: Sensor 3 + Facial Recognition Software 3 = (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3324183/).  So you gotta match or beat that BB.]]

The officer looks up at Mercedes from his crouched position.  "He'll be slam dunking in no time!"

Edge: BB 3/3, Cynthia 3/3, Woofer 3/3, Mercedes 1/2

12:00 PM June 21st, 2072, the Yard:
@Woofer:
You sit around just like you did yesterday trying to mind your own business the sunlight cruelly filling your soul with the taste of freedom.  You ponder the note in your mind.  "Red Dragon" most definitely refers to the ork with the red dragon tattoo around his shaved head....the one you see calling the shots with the Crush here on the inside.  Looks like something big is gonna go down and someone here on the inside already knows about it.  You look up and beyond the bulwark surrounding the facility and imagine to yourself that Mercedes might be just beyond them....or she might be thousands of kilometers away somewhere.  All that mattered was that she and your friends are most likely still alive.  What else would provoke such a note?  Maybe they're gonna get help from the Crush since your relations to Sheldon are quite good.  You hope they've placed their trust in the right people because in here trust seems like a comidity that no amount of cigarettes can be traded for.  The confusing part of the whole thing is that the one who passed you the note seemed to be a Crusher himself.... 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-12-12/0556:35>
Walks tells her spirit to go back to standby and wait for her further instructions.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <01-15-12/0817:08>
((ooc:  If the original disguise doesn't stand then here's a new one.  11d6.hits(5) → [1,3,5,2,4,1,6,3,3,6,5] = (4) (http://invisiblecastle.com/roller/view/3330678/)))

Wanting to stay out of the conversation as best he could, Brian just stuck his tongue out at Mercedes and squeezed her finger with the strength of a full-grown man.  As if they'd expect manners from a low-born toddler...
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-15-12/1343:03>
Mercedes shoots him a motherly "you-are-so-going-to-get-it-when-we-get-home" look, then smiles at the guard again, "I'm so sorry, sometimes he can be such a brat! Come along, sweetie!" With that, she walks toward the entrance of the prison.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-15-12/1855:26>
11:37 PM, June 21st, 2072 -- Outside Hollywood Detention Center.

@Walks:
Your mental link to your spirit is suddenly severed as you feel the creature disrupted and shattered into 1000 shards which travel back to their source.  The guarding spirit must have bested it. 

@Walks, Mercedes & BB:
[OOC: Yeah, come to think of it the same disguise roll should apply so take back your point of Edge Mercedes.]

The guard chuckles and rises.  He moves a few paces back to the control pad embeded in the alcove of the door frame and punches in a few numbers causing the thick doors slide open.  He steps aside to let you through.

As you make your way towards the door suddenly a ghostly image phases into visibility behind you.  It is whitish blue in the form of a trenchcoated elf in full combat mage atire and the image glows and flickers with mana typical of an astral mage psychically manifesting to communicate with those in the physical realm.
[OOC: Mage: Int 4 + Assensing 3 = (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3331165/).]
  He looks straight at you but seems more concerned with speaking to the guards.
Mage: "Astral security consultant Alpha94235, please confirm."   The guards tap away at a few AR pads and then nod in confirmation to the ghostly apparition which then continues.
Mage:"One of my bound elementals just detected an astral anomaly which was neutralized but I'm gonna need to be in the astral space around you for a little while tracing the origin of these signatures.  These guests right here need to be cross-referenced and even though they're completely mundane I still would like to keep them here for extra precaution."

Guard: "I just ran them myself and they're coming up clean, I don't see why we need to hold them up any longer.  Besides, they're gonna get scanned again at reception."

The form of the mage vanishes and reappears right in front of you and he still looks completely unaware of Walks as she crouches behind Mercedes.  He hovers closer to Mercedes his nose almost touching hers as she remains completely steady just staring the manifested astral form straight in the eyes.  He seems to think for a moment and then look satisfied. 

Mage:"Very well then, let them proceed but if you guys feel a chill up your spine, that's probably me just doing my work here.  I'll let you know when i'm done."

The guards nod and then the main one turns  to Mercedes again.

"Didn't mean to spook you like that, you can go on in....just take a left and follow the walkway to reception."

You can see that to the left and right just on the other side of the giant gate there are two airlocks into the bulwark.  Moving beyond the gate a bit into the driveway you see to your left the walkway to reception which is also indicated with AR instructions.

[OOC: Mage starts tracking the astral signatures left behind by the air spirit and watcher.  Mage Tracking test: Int 4 + Assensing 3 (5,1hour)= (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3331290/).  You got another hour before I roll again.]]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-15-12/2133:49>
Walks Through Walls will slip through the door as soon as it is open and duck out of sight of the outside. She thinks to herself, "I hope I didn't just out think myself and make things worse instead of easier." She will wait for B.B. and Mercedes then continue on in.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <01-16-12/0158:56>
Brian sent a composed message out to the Team Shush VPN.

>>>>>[That was the frying pan.  Now to the fire.  Reception is likely to have several hard-wired cameras, a scanner system and a MAD detector.  I can fake out the scanner by pulsing some jamming signals for 10-20 seconds as we approach to make it seem like it's on the fritz.  The MAD detector will need to be physically sabotaged by walks.  Maybe she can unplug it as we pass through?  Cameras shouldn't be a problem in that instance.  If we can't arrange that, then we'll have to drop everyone in the room as fast as possible and get me to their security terminal so that I can start working.  Hmm.. maybe I can use my microtapper bug from in here?]<<<<<

Brian broke signal silence for a moment to bounce his UWB radar around the room, hoping to find an optical line to sic his tapper on.  Also, taking a peek into the reception area couldn't hurt.

((OOC: UWB radar perception check 17d6.hits(5) → [6,4,5,1,6,3,6,1,6,6,4,4,4,1,5,6,6] = (9) (http://invisiblecastle.com/roller/view/3331789/)))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-16-12/0722:57>
[OOC: You know that Mercedes' Élan is undetectable by MAD scanners (Arsenal, p.20).]

Mercedes heads off toward reception, mentally keeping her fingers crossed that everything goes well.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-19-12/1149:42>
11:45 PM, June 21st, 2072 -- Hollywood Detention Center, the driveway

@Mercedes, BB & Walks:

The walkway to reception is demarcated from the rest of the driveway yard by just a metal veranda and AR arrows point you towards reception.  A very similar airlock type of doorway to the front entrance is nestled into the base of the nearest of the northernmost of the 3 greyish towers and one guard is manning a scanner which forms part of the metallic door frame.  He waves you rather begrudgingly to come closer and pass through the doorway/scanner as he hits a maglock keypad button which opens it.  He seems so used to treating prisoners like cattle that it carries over to his treatment of their friends and family. 
"Move it, I don't have all day."

@BB:
With your UWB vision you just barely managed to see into the bulwark and you could see that the plasticrete must be laced with some kind of carbonite making those walls quite tough.  Inside the bulwark you just saw a single hallway on the ground floor and each floor above that has a single hallway which runs the perimeter inside of the massive wall.  The walls also seem to have a good deal of fiber-optic wiring but it would only be accessible to a tapper bug from inside the bulwark. 

When you look at the towers you are pretty surprised that your rating 4 scanner is not able to penetrate all the way through to at least see something on the inside, not even reception.  When you tune the range you do see however the interior of the towers walls have a very interesting construction.  About a 50cm into the plasticrete you see vertical tubes filled with some kind of gel.  The vertical spacing between them is only about 3cm and they extend all the way from the base to the top of each tower.  You've seen this before and it must be a FAB gel tube system to keep out astral forms....and probably keep them in as well if there were to be a cryo containment failure.

Once the door is opened by the guard you get a brief glimpse into reception which is pretty bare bones and spartan.  On the far end a woman with amazing black hair is sitting behind a reception desk.   



9:00 PM, June 21st, 2072 -- Hollywood Detention Center, prison cell
@Woofer:
After yard time and working cleaning toilets, you finally crash in your cell for the night.  Servo has been completely silent and been avoiding your gaze the whole day.  Finally he speaks up.
"Listen man...for what it's worth...sorry for last night.  I just couldn't help myself.  Spend enough time in here and one day you'll understand.  Trust me, you'd rather it be me than one of those Crushers....or Erik's people.  Don't worry, I ain't gonna try it again....you're a tough son of a bitch."

He gets off his sitting position on the lower bunk and kneels on the floor reaching his hand into a rather well concealed tear in the upholstery of his mattress.  He digs around a little bit and then comes out with something green.  You notice it's a piece of plastic, as if from the bottle of some cleaning fluid with duck tape wrapped around one end.  The other end has been quite sharpened.  He tosses it over to you.   
"This might come in handy....call it a peace offering."

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Sludig on <01-19-12/2336:19>
*looks it over* "Thanks for the compliment Servo." *tucks it away*
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-20-12/2231:23>
As soon as the door opens up Walks Through Walls will slip through it.
(OOC infiltration roll agil 6+ skill 2 + specialization 2= 10d6. 10d6.hits(5) → [5,3,3,3,5,5,3,1,5,5] = (5) )

If there is a way she can slip around the scanner instead of going through it she will try to do so.
(OOC gymnastics test: Agility 6 + skill 3 + specialization (tumbling) 2= 11d6. 11d6.hits(5) → [3,3,5,3,4,3,3,4,5,4,4] = (2) )

Once she is through the door she will move against the wall out of sight of the door and take in the reception area.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <01-23-12/2205:09>
((OOC: Scanning each guard.  14d6.hits(5) → [6,6,6,2,5,4,1,5,6,4,4,4,6,4] = (7)  14d6.hits(5) → [2,3,3,3,3,1,2,2,3,2,1,6,1,5] = (2) (http://invisiblecastle.com/roller/view/3342066/)  Should find any hidden nodes from the first one.  If there's anything there, I'd buy 3 hits on the capture wireless signal test with 13 dice just to speed things along, and analyze the traffic to see what it is.  As to the jamming, here goes.   13d6.hits(5) → [2,2,5,6,6,4,5,2,4,4,6,6,2] = (6) (http://invisiblecastle.com/roller/view/3342084/) Nice.  That should put a wrench in.))

As they walked forward, B.B. played the scared and tired child, reluctant to move forward.  Easy enough to do since this gauntlet of security was tightening like a noose around his neck.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-24-12/1419:38>
@BB:
[OOC: Device's Jamming resist: Pilot 4 + Elecwar 4 = (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3342759/).  You jam it with 2 net hits.  Only one guard is at the scanner.]

The AR window of your Scan program locks onto a hidden frequency coming off the guard and when you analyze it you find it to be a commlink just like the ones the guards in front had.  Once you have that info you know that you're gonna have to take your comm totally offline in order to dedicate it's wireless hardware to jamming.  After loggin out of Planes of Eldoran and closing a few other media applications you lock in the frequencies and then watch as your whole ARO goes dark.  As the guard impatiently tries to get you and Mercedes to go through the doorway into reception you notice him glance at at one of his ARO's rather confused.
"What the hell?!  First time that's happened.  Hold up one minute, can't let you through until the scanner comes back online.  Central, this is A342032.  The scanner at the entrance seems to be offline.  Can I get someone to come check this out, I got some visitors that need to get checked in."

[OOC: you're comm is completely dedicated to jamming right now and you can't use it.]

He's silent for a moment as he gets a response.
"Really?  ...alright, i'll just pat them down now and let them in.  Hopefully by the time they get out we can scan them again."

He starts to move over to Mercedes.
"Ma'am, if you'll excuse i'm gonna have to do a quick search for weapons.  Could you please hand me the bag and stand with your arms outstretched."

He quickly looks down to BB and chuckles,
"Don't worry little buddy, i'm gonna get to you too"

[OOC: Mercedes & BB roll Palming + Agility if you're going to get patted down.  Default if you don't got it.]

@Walks: 
You immediately know it's now or never and you slip out from behind Mercedes and do a lightning fast back handspring through the doorway.

[OOC: Doorway guard perception: Int 3 + Perception 2 + obvious 2 + Chameleon -4 = 3 DP which isn't enough to beat 5 hits.  As for guards in Reception: Int 3 + Perception 2 + distracted -2 + Chameleon -4 + Teamwork 3= 2 DP.  Not enough.]

You land in a crouched position about 2 meters from the doorway and scan around reception.  Straight ahead you see a woman with dyed blonde hair behind a desk who is currently conversing with another woman who seems to be a little flustered.
(http://fc06.deviantart.net/fs71/f/2011/078/9/a/sexy_saleswoman___extra_pic_by_samster2009-d3byq39.jpg)

Redhead: "This is the fifth time i've been here and I don't understand why I can't see my husband!"

Receptionist: "I'm sorry babe, your husband is presently in solitary confinement for bad behavior.  It'll be at least another 3 weeks before he can see visitors.  I wish I could help you darling, I really do but that's just the rules."

The woman bows her head and looks resigned.  She turns around to leave without saying anything more and starts walking towards you.  It's obvious she doesn't see you at all and you expertly weave around her as she goes out the doorway.

You see a closed airlock off to the left behind the receptionist manned by two guards and two more guards posted on both of your flanks.  They all seem rather bored and are just letting the time go by on their shift.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-24-12/1949:43>
OOC: Using Edge on the roll:
Agility [4] + Palming [1] + Edge [2] (7d6.hitsopen(5,6)=1) (http://invisiblecastle.com/roller/view/3343074/)

... And it doesn't matter. :)


EDIT: (Just thought of something this morning)

Merecedes takes a glance around to make sure there's no one else around, then, as the guard approaches her, she steps forward, grabs him and plants a big kiss on him.

[OOC]Toxin Resistance Roll for "Warp"ed lipstick: Power 10, Resistance (Body only since I doubt he's wearing anything that protects his lips...;)) reduces the power, anything left goes through as Stun Damage and he's Disoriented (-2 modifier to all Dice Pools for 10 minutes) and will be hallucinating for the next 72 hours (a glitch on the Toxin Resistance test could result in a mild addiction to Warp or the Scorched negative quality).[/OOC]

Breaking off the kiss, she then says to him (using Commanding Voice) "We're not dangerous."

Charisma [8] + Leadership [5] + Kinesics [3] + First Impression [2] Vs. Willpower + Leadership (18d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3343590/)

I'm hoping that the Warp hallucinations, plus the Commanding Voice makes him think we're harmless and that he's just "imagining" seeing weapons on us. Or something similar.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-24-12/2046:33>
Walks Through Walls backs up against the wall and takes in the room looking for the security cameras that she knows are there. "Four guards and the receptionist would be a tough fight for them to get back out of in one piece. Hopefully Mercedes and B.B. get through without a problem" she thinks to herself. Taking a slow deep breathe to calm herself she looks back towards the door. "Come on Mercedes pour on the charm and get yourselves in here."
After a second she looks towards the airlock trying to figure out what type it is and how the bypass would work if it came to that. Then she scans the room again looking for places to hide if it is needed to wait things out for a while.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <01-25-12/2326:28>
((OOC: No longer necessary I suppose.)

Brian tried to wiggle his body while maneuvering his translucent gear around to avoid detection by the guards.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-26-12/0814:08>
{OOC: Just wanted to point out that I edited my original post since an idea struck me.}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-26-12/1712:50>
12:00 AM, June 22nd, 2072
@Mercedes & BB:
[OOC: Toxin Resistance Test: Body (5d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3345185/).  Takes 7S.  Composure Test: Cha 3 + Will 3 + Wound -2 + Disorientation -2 (3) ...can't even make the test.  Merc take the Edge back that you used on the palming.]

The guard doesn't put up a fight at all and gets completely lost in the rather long kiss Mercedes gives him.  As soon as Mercedes takes her lips off of his and pulls his helmet back down she steps back and continues to walk right through the scanner pulling BB along with her by the hand.  The visor in his helmet completely obscures his face but he just stands there completely motionless.  After about 3 seconds he begins to twitch slightly and slowly tremble, the whole time standing upright in place looking forward....not uttering a word. 

You pass a woman who is walking out on your way into reception.   
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-28-12/0707:07>
From her hiding place Walks Through Walls watches the reactions of the guards and receptionist to Mercedes and B.B.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-28-12/1952:48>
@Walks:
The guards seem pretty blase to the two of them walking in and not even the secretary looks up from whatever she's watching on a translucent ARO.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-29-12/1002:22>
Walks Through Walls will use her infiltration to move around the perimeter of the room to be by the door that goes into the main part of the facility (from the map it looks like the one at the back of the room)

(OOC Agil 6 + infiltration 2 + urban spec 2= 10 dice:  10d6.hits(5) → [3,3,3,6,2,5,4,1,1,3] = (2) )
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-30-12/1745:53>
@Walks:
[OOC: Guards: Int 3 + Perc 2 + Teamwork 3 + Vision Enhancements 3 - 4 Chameleon = (7d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3350903/).  Do you wanna spend Edge re-roll misses?  I'll let you use it if you want.]

As you slowly shuffle over towards the door you see one of the guards on the left side of the room furrow his eye-brows and seem to notice something funny-looking while he's staring straight at you.


Edge: BB 3/3, Cynthia 3/3, Woofer 3/3, Mercedes 1/2
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <01-30-12/2109:29>
(OOC yeah I'll reroll failures so that's 8d6. 8d6.hits(5) → [5,1,5,5,6,4,6,1] = (5))
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-31-12/0742:01>
Mercedes walks over to the receptionist, pulling B.B. along with her. "I'm here to visit a prisoner."

{OOC: Actually, I think I still have two Edge since you gave it back when I warp-kissed the guard.}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-31-12/1303:13>
@Walks:
You flinch for a moment but then breathe a sigh of relief as the guard's expression relaxes as he seems to have merely caught a glimpse of you but isn't really paying it much mind....his focus seeming to be entirely on the ample cleavage which the receptionist has readily on display.

(http://i772.photobucket.com/albums/yy5/Inca1980/RR2_Reception.jpg)

@Mercedes & BB:
The receptionist looks up from reprogramming her nano-nails design.  She squints at an ARO while exaggeratedly chewing on some soy-gum and looking rather bored.

"Let's see here....Miss Baccarin is it?...who are you here to see honey?"

She doesn't even seem notice BB who is much shorter than the reception desk. 

@BB:
[OOC: buying hits on your visual perception]
As you scan the room with your millimeter radar and see the interior of the walls in reception to the depths which your waves can penetrate are awash with fiber-optic buses and routers.


Edge: BB 3/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-31-12/1455:29>
Mercedes thinks for a moment and decides to go with the truth. If they can separate Woofer from the general population, it might be easier to break him out.

"My 'domestic partner', Marcus Steele. I've brought his son and was told to also see about setting up conjugal visits."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-31-12/1525:37>
@Mercedes & BB:
Mercedes thinks she almost detects a very faint little smile on the receptionists lips when she mentions "conjugal visits." 
"Well for conjugal visits you would need to apply with us.  From your info here it does that you live alone.  It doesn't say anything about a son so if you haven't registered him then I would strongly suggest doing so if you want to receive proper benefits from the city and from us as well.  The only other thing that you're going to need is an updated medical record that shows you don't have any STD's of any sort.  I regret to inform you though but Marcus Steele's visitation rights seem to be revoked mam....he was just admitted two days ago so you're probably going to have to take that up with our legal department.  They're not in right now though....sorry!  They'll be in at 9:00 AM tomorrow morning though.  Is there anything else I can help you with?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <01-31-12/1543:11>
Mercedes pouts and looks down at B.B.

"I know the paperwork isn't up to date, but I promised him he'd get to see his daddy today. It's the first time in years since we've even knew where he was! Isn't there anything that can be done?"

Knowing what she knows about the receptionist, Mercedes plays up the naive young single mom angle, while also making sure she's standing in a more provactive stance that highlights her curves. She maintains eye contact with her, making sure to paint a masking of slight desperation as she talks to the receptionist. Upon asking the question, she appears slightly nervous and bites her bottom lip.

Attempting to use her etiquette and Kinesics to "broadcast" to the receptionist the idea that Mercedes is nearing desperation and willing to do anything to get to in. Charisma [8] + Etiquette [5] + Kinesics [3] + Improved Ability [2] + First Impression [2] (20d6.hits(5)=10) (http://invisiblecastle.com/roller/view/3352586/) ;D
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <01-31-12/1655:16>
@Mercedes:
[OOC: not even rolling against dice like those.]
The receptionist does a quick glance with her eyes up and down your figure.  When you look into the irises you notice a series of micro-servos adjusting a lens and it's obvious they're quite good implants.  She stops chewing her gum for a second and her interest looks suddenly piqued.  Without looking back she speaks out directing herself to the guard behind her smiling rather smugly.

"Manny....it looks like we got someone who wants to see her man....what do you think Manny? She's definitely star material....."

The guard to the right of the airlock gives a knowing chuckle and the rest of the guards in reception follow suit.  She pulls something out of a drawer in the desk that you can't see but once it comes into view you realize that it's a Metalink comm with a dangling set of trodes wrapped around it.  She turns it on lighting up the display screen along with a series of boot-up public ARO's which whirl around it.  Unwinding the trodes she places one on each temple and her eyes twitch for a moment in a manner that is quite typical for low-end sim-modules.  Finally she looks straight back at you staring deep into your eyes.  You get a slight knot in your stomach and make a mental note to return the favor to Smiley from the shadow-forums for that ace piece of info he laid on you.  Who the fuck would have ever thought.....  Well, if this whole thing actually pans out you might just try and track down who that runner is and thank him personally.

The receptionist keeps looking at you and is definitely giving your body a very detailed twice over.....so slow in fact that you get the feeling she might be sim-rigging everything she's seeing and feeling.  She speaks to you in a much softer tone.
"Say your name....and then tell me a little bit about yourself."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <02-01-12/0813:12>
Mercedes plays up the naive innocent angle, looking at the guards and then back at the receptionist. She then pretends to "get it" and nervously focuses on the receptionist, gesturing to B.B. "Before we 'discuss' the procedures for seeing my man, do you have an office or somewhere that he can go and play? He's got his AR games, so he doesn't need to be watched or anything."

Forgot the Con roll:
Charisma [8] + Con [5] + Kinesics [3] + Imp Ability [1] (17d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3353679/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <02-01-12/0853:41>
((OOC: Perception test, looking for any sort of small gap where a Micro drone could scurry off into the walls.  Int 5 + 2 skill + 3 vis enh + 3 actively looking + 3 nans + 1 betel = 17d6.hits(5) → [3,1,2,1,3,5,1,1,1,6,1,4,2,3,5,1,5] = (4) (http://invisiblecastle.com/roller/view/3353705/)  Hopefully enough to find a small hole.))

With Mercedes running distraction, Brian kept himself busy looking for an entry point into the prison's wired network.  If he could just tap in, things would get a lot easier.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <02-03-12/1433:58>
12:15 AM, June 22nd, 2072 -- Reception:
@BB:
With your millimeter scanning radar vision you can clearly see the internal layout of the fiber-optic buses and you do notice a small airvent system (about 15 cm x 15 cm shafts) which has exit points into the interior of the wall which could be maneuvered by your small tapper drone.  Once in, it would only require unscrewing a small vent grating to access the inside of the wall.  To actually get into the vent system from reception you do see a vent grating in the ceiling.  Most likely every room in the complex has at least one access point to this vent system.

@Mercedes:
[OOC: Receptionist con resist: Perc 3 + Int 3 = (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3358813/).]

The receptionist finally sees BB once she stands up from her chair. 
"He can wait over there on that bench and the guys here will make sure he's fine."
She's referring to a bench which runs along the wall which is shared with the women's room to your left. 

"Come this way honey...."

She goes over to the airlock and the guard referred to as Manny punches in a code in the airlock and after a quick retinal scan the hydrolics start to hiss and it slides open.  The inside of it looks like a typical intake sallyport and she steps in and turns around beckoning you through. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <02-03-12/1929:28>
(OOC is Manny G1 or G2 on the map?)

Walks is going to use this chance to try and go through the airlock, but depending on which one is opening the door it will vary how she tries to do it.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <02-07-12/0029:06>
A bit confused and concerned that Mercedes was headed off on her own, Brian tugged on her arm when she tried to leave.  "Bafroom."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <02-07-12/0751:13>
Mercedes looks over at the receptionist, shrugging her shoulders. "Can one of them take him?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <02-07-12/1355:22>
12:20 AM, June 22nd, 2072 -- Reception:
@Mercedes, BB & Walks:

The receptionist looks a little peeved but leans against the airlock doorway and speaks to the other guard (g2). 
"Jared, would you mind being a dear and taking the little one to the bathroom quick?  We gotta get this show on the road."
The guard shrugs and starts walking towards BB.  He chuckles and replies to the receptionist: "I'm on it....I ain't gonna hold his little wee-wee for him though or clean anything up."

He reaches out his hand to BB and leads him off into the men's room. 

@BB:
The mens room has a normal hinged door to it and inside has 3 urinals against the wall, 3 toilet stalls on the opposite wall with two sinks.  Instead of glass mirror it's a piece of aluminum that has been rather poorly polished up.  Right above the furthest stall you see a similar vent grating in the ceiling.  The guard stops and stands keeping the door open and leaning against the frame but looking into the bathroom.   
"I'll be right here kid, go handle your business."
....He hesitates a moment and then sighs...
"Actually...fuck it I need to take wiz myself."
The guard walks fully into the bathroom and the door slowly swings shut behind him.  He starts undoing the bottom part of his armor right in front of and facing one of the urinals.

11:00 PM, June 21st, 2072 -- Inside Hollywood Detention Center:
@Woofer: 
It's already lights out and you lay in your top bunk looking at the ceiling.  In your hand you toy with the improvised shiv that Servo gave you.  You have the strange feeling that something big is coming, you're not quite sure what, but you feel you need to be ready.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <02-08-12/2021:37>
Once guard 2 is past her and no longer between her and the door, but before he gets too far away (so he is attracting some of the attention of everyone else in the main room) Walks Through Walls will use her infiltration to slide through the door and into the hallway.

(OOC Agil 6 + infiltration 2 + urban spec 2= 10 dice: 10d6.hits(5) → [3,2,6,5,6,6,3,4,5,2] = (5) )

Once through the door Walks Through Walls will move around the corner so her back is to the wall beside the door (on the right side as shown on the map)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <02-09-12/2211:18>
B.B. finishes up almost before the guard starts, what with his much smaller bladder, zips back up and moves toward the stalls to wait.  While the guard's back is turned, he tries to drop the tapper bug near enough to its destination, but concealed from casual view.  Then, in AR, he commands it to cycle its wireless connectivity so that it's only on for 15 of every 20 seconds.  Hopefully this intermittent operation will be enough to keep the TIe network from finding its location.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <02-10-12/1812:43>
@Walks:
[OOC: Receptionist: Int 3 + Perc 3 + Obvious 2 + Chameleon -4 = 4DV which is too small.  Since you have silent walk no audio perc. test.]
You stay low to the ground and slip right around the receptionist who's leaning against the airlock doorway without her noticing a thing.  Once you're inside and crouched up against the wall only 1 meter from the receptionist you see that you're in a dimly lit sallyport which has another closed airlock on the opposite side.  The air in here is danker than in reception. There are also 2 closed sliding doors to your left.

@BB:
You release the tapper bug under the stall and by the time the guard opens the bathroom door for you to go back into the reception room your ARO's show the tapper already right in front of the vent.  The guard retakes his position by the airlock and you can see the tapper with your microwave vision scurrying through interior of the ceiling via the vent system overhead.  Within only 30 seconds the bug has made its way to a bus and no one has noticed a thing.  By the time Mercedes acts like she's making sure you cleaned up well the bug has already hit a fiberoptic bus-line and sent it's first pulse of wifi.  Your Analyze program instantly figures out the systems protocol and determines the only node the tapper has access to down the line is a Firewall 4 node which manages the lighting, ventilation and general utilities of the whole reception area. 
The guard has you set down on the bench while Mercedes talks some more with he receptionist.

@Mercedes:
The receptionist looks at you and asks you to follow her.
"Like I said, if you wanna see your man then we gotta move fast to do this first."

(http://i772.photobucket.com/albums/yy5/Inca1980/RR2_Reception_2.jpg)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <02-12-12/1231:37>
Mercedes pulls her Warp'ed lipstick from her purse and freshens up. She then walks over to the receptionist and smiles hesitantly, "Okay, I guess I'm ready."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <02-13-12/0041:55>
((OOC:  Don't know if I can get nanite bonuses for hacking in such a tight situation, but just in case, since the multitasking power is supposed to make a guy pretty unflappable, I'll throw a composure test.  Wil 6 +2 Cha = 8d6.hits(5) → [6,4,3,3,2,5,1,6] = (3) (http://invisiblecastle.com/roller/view/3373181/)  solid enough that I'm going to go ahead and include the nanite dice, and you can let me know if I was wrong later.  Exploit 5 +6 skill +1 PuSHeD +3 nans = 15d6.hits(5) → [1,5,4,4,2,5,3,5,1,5,3,3,1,2,5] = (5) (http://invisiblecastle.com/roller/view/3373200/) 4(5)/7 hits  second roll 14d6.hits(5) → [4,1,5,3,2,5,5,6,4,4,6,1,4,5] = (6) (http://invisiblecastle.com/roller/view/3373223/) so that's 9(11)/7  2 rolls with or without nans.  Man, it always seems like a guy should go for user in one or admin in two.  Security is just a waste.  Should have just gone for user, except I want to set up a legit user account so I can turn off the bug and then reactivate it and log right in.  Anyway, while I await the opposed rolls.  I'll throw what I can think of.  Opposed stealth vs. any analyze set on the node 15d6.hits(5) → [3,6,6,6,3,2,4,1,3,4,6,6,5,1,5] = (7) (http://invisiblecastle.com/roller/view/3373278/).  Opposed Hacking 6 +5 exploit = 11d6.hits(5) → [4,3,3,6,4,6,3,1,4,6,5] = (4) (http://invisiblecastle.com/roller/view/3373250/) + logic linked bonus 4d6.hits(5) → [2,6,4,6] = (2) (http://invisiblecastle.com/roller/view/3373254/) 6 hits vs system + firewall to bypass permissions if I need admin access to shut off an alert or turn off some IC.  Creating a legit security account with a Software 1 +6 Edit +4 boni roll = 11d6.hits(5) → [6,4,4,4,3,1,5,2,3,5,2] = (3) (http://invisiblecastle.com/roller/view/3373262/) (pg 97 UW for reference)  Well, shit, forgot the +1 commlink optimization for Exploit.  If it matters for any of the rolls, I'll throw that too.  Also, some Analyze rolls.  11d6.hits(5) → [6,2,4,2,4,2,4,4,1,3,4] = (1) 11d6.hits(5) → [2,4,5,5,2,3,6,6,1,3,6] = (5) 11d6.hits(5) → [4,3,3,6,2,4,6,2,2,4,3] = (2) (http://invisiblecastle.com/roller/view/3373291/)  Well, I'd mostly like to get an idea of what security is running on the node, where I've got to poke the thing to kill the lights, and what the stats are in the next node over.))

Brian sat on the bench and fidgeted up a quick and dirty hack to make an entrance in the KE system. 


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <02-13-12/0510:42>
@BB:
[OOC: 1st roll: Analyze 4 + Firewall 4 = (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3373395/).  2nd roll: 
Analyze 4 + Firewall 4 = (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3373396/).]

Your dirty Hack easily gains you access to the node without triggering an alert response.  You quickly create a legitimate admin account linked to your present Access ID.  The security protocols show you that the alert response was set to load a copy of an MCT version of Baby Swarm IC and a copy of an MCT Bloodhound to run a simultaneous trace.  The plus side to this is that they didn't consider the toll loading these two agents and they're payloads would have on the system response time and the edge that would give you.  The downside is that if a simple utility node is guarded that well, then you're a little worried about what might be farther up the pipe. 

The next node this one is hardwired to is labelled as a general "Reception" node.  This is most likely a hub center for a series of other operation type nodes similar to the one you're in now.  It shows a Firewall of 4 as well.

@Mercedes:

You walk into the airlock and the receptionist presses a button which closes it behind the two (actually 3) of you.  She then inputs a combination to open the first sliding door which opens into a small visitation room.  From here she starts inputing a longer password and answering some questions in order to enter the maglock for what seems labelled Multi-purpose room on the blue prints Mephisto provided...some damn good piece of paydata that was. 
 
@Walks:
[OOC: roll a gymnastics to see you were quick enough to get in the door before it shits behind the receptionist and Mercedes.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <02-14-12/0205:49>
((OOC: Rolling for user on the next node.  16d6.hits(5) → [5,3,4,1,5,2,5,2,3,5,5,3,1,3,2,5] = (6) (http://invisiblecastle.com/roller/view/3374677/)  Another opposed stealth 15d6.hits(5) → [1,5,1,4,4,6,1,5,6,1,2,1,1,6,3] = (5) (http://invisiblecastle.com/roller/view/3374679/)  Setting up a hacked admin account in reception 15d6.hits(5) → [1,1,6,1,2,4,3,2,3,3,1,2,5,5,5] = (4) (http://invisiblecastle.com/roller/view/3374688/)  Just meets threshold.  Analyze to see what nodes are attached at reception level 11d6.hits(5) → [1,5,1,5,3,1,5,1,3,4,4] = (3) (http://invisiblecastle.com/roller/view/3374691/)  trying to spot hidden 11d6.hits(5) → [3,3,5,3,4,5,3,3,3,1,1] = (2) (http://invisiblecastle.com/roller/view/3374694/)  Couple more analyze in case there's more info to be gleaned. 11d6.hits(5) → [4,2,6,2,4,2,2,6,5,4,6] = (4)  11d6.hits(5) → [6,3,6,4,5,2,2,6,3,4,2] = (4) (http://invisiblecastle.com/roller/view/3374695/)  After that I'll drop data bombs in both nodes, stealth them, then log off in anticipation of the drone dropping its signal.))

Brian was happy enough to get through the first layer of security undetected.  It provided him more time than expected before his bug shut itself down to try and beat the automated sweep.  Taking this opportunity to dig a bit deeper, he made to grab a user account in the Reception node proper.  Once in, he scanned around for danger and hacked out an admin account for future use.  All that said and done, he deployed his signature form of fortification.  A nasty self-reviving data bomb with stealth running to cover it.  Anyone logging in without using his key would eat 3 months worth of weaponized math in a nanosecond flash.  That done, he logged off and prepared for action.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <02-15-12/0627:03>
As the door starts to close Walks Through Walls tumbles through.

(OOC agil 6 + gymnastics 2 + spec. tumbling 2= 10 dice: 10d6.hits(5) → [1,4,2,3,6,6,5,1,4,5] = (4)

roll for tumbling through doorway)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <02-16-12/1439:07>
@Mercedes:
As soon as the receptionist gets the maglock door open she quickly steps in and asks you to follow.  You come into a well lit room that has several tables in it with chairs around them.  It seems that this room is reserved for less restricted meetings between inmates and their friends and family.  The room is completely empty except for the two of you and a camouflaged Walks behind you. 

(http://i772.photobucket.com/albums/yy5/Inca1980/RR2_Reception_3.jpg)

Suddenly the receptionist turns to you and leans in trying to kiss you.  You allow her to give you a prolonged kiss, trying extra hard to make sure enough Warp comes into contact with the cell membranes of the interior of her mouth to maximize effectiveness.

[OOC: Toxin resistance test: Body (2d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3377950/).  Takes 9S rendering her unconscious.]

As soon as she pulls away you already feel her body start to limber up and her pupils are fully dilated.  Her face contorts into an expression of horror she must be seeing one of those damn realistic Warp-induced hallucinations when she looks at your face.  The receptionists eyes then turn up until all you can see is the white and she's suddenly wracked by convulsions.  You grab her before she falls and slowly she twitches less and less in your arms until she's still and unconscious. 

@Walks:
You quicky roll through the doorways before they slide shut and now you are a few meters behind Mercedes inside the multi-purpose room.

@BB:
[OOC: Analyze 4 + Firewall 4 = (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3377959/).  Another Analyze 4 + Firewall 4 = (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3377963/) for your hacking attempt to illegally make an admin account.

From the bench in reception you mentally manipulate a whole desktop of ARO's and quite easily you slip into the Reception node and hack up a nice legal Admin account without the Firewall detecting you do anything fishy.  Once you log back in you start seeing what can be done on this node:
--Lights, Utilities control for everything that comes before the first airlock.
--Airlock door is NOT controlled from here.
--Alert command can be issued to scramble physical security to reception area if need be.

The nodes you see connected to this one are:
--Records and Detention Facility Roster (Firewall 5)
--Intake (Firewall 4)
--Entrance Scanners (Firewall 5)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <02-16-12/1646:05>
Mercedes whispers, "Walks, are you in here?"

Looking down at the receptionist, she makes sure she's still breathing and seems okay, then gathers up all the simsense gear she was carrying.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <02-16-12/1832:07>
Walks Through Walls just shakes her head as the receptionist slumps. "and I was worried about her taking care of herself."  she thinks. Staying out of the way she waits.

"Yeah, I'm here. What is the plan now?" she whispers back to Mercedes.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <02-16-12/2157:40>
Mercedes smiles, then pulls out her comm-link and sends a message off.

B.B. are you in? What's your status? The receptionist is down and we have one guard left out here.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <02-19-12/2333:19>
>>>>>I don't have cameras yet.  Once I do I'll have to down the remaining guards alone since I'm not convinced any of us can get through that airlock door without taking the lock apart and rewiring it.  Anyway, I'll hack their sensor node and hopefully that will give me access to their remote security feeds.  This place is basically made of alarms, guns, walls and cops.   Once Woofer's out, let's never come back here.<<<<<

((OOC: Logging into the Reception node as Admin.  If it's not the type of thing that would trigger an alert, I'd like to load a copy of my Agent from the Battle Buddy link into their system at the Reception node, so that it can still work when I've disconnected.  For now, hacking 16d6.hits(5) → [4,2,6,3,1,3,1,1,1,6,3,2,4,1,6,5] = (4) (http://invisiblecastle.com/roller/view/3382943/) reroll misses w/edge 12d6.hits(5) → [4,3,4,2,2,2,1,1,4,1,6,5] = (2) (http://invisiblecastle.com/roller/view/3382946/) Yay!  That's all the bad luck out of the way.  From here on out, nothing but good luck!  New matrix perception. 11d6.hits(5) → [3,5,6,5,5,6,5,4,5,6,6] = (9) (http://invisiblecastle.com/roller/view/3382990/)  I'm a man of my word...  Stealth for opposed checks.  15d6.hits(5) → [5,6,4,5,4,3,1,3,4,5,4,6,1,6,2] = (6) (http://invisiblecastle.com/roller/view/3382992/)))

As soon as his tapper was supposed to go back online, Brian acquired its connection info and routed through to the Reception node where he logged in with his new Admin credentials.  From there, he routed over to the Entrance Scanners and began pummeling it with exploit attempts.                 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <02-20-12/0340:18>
@BB:
You easily load a copy of your agent onto the Reception node which currently only has an Analyze 4 program running.  You still have a little room for payload on it before the node starts slowing down but can only run as a rating 4 agent. 

[OOC: Firewall 5 + Analyze 4 = (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3383211/). Resident IC: Pilot 4 + Analyze 4 = (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3383213/).]

You easily manage to slip right through the firewall of the Entrance Scanners node undetected and enter with a user-level account.  Your privileges with this account primarly revolve only around scanner use and output.  The sculpting of the whole network is quite spartan with firewalls sculpted as gates and brick walls.  Your analyze program shows there to be a resident IC program actively running.  No attack program is loaded so you assume it loads it upon detecting an intruder.  The sculpting is of a stone trojan like guard with a lance in one hand which scans the dungeon room it's protecting.  Your stealth program is doing a good job of keeping you hidden from both the firewall and the resident IC but both will be watching for any funny business in the node.

Schematic of Network so far:
                                                               
                                                    Records and Detention Facility Roster.
                                                    |
---Tapper Bug----Utilities-----Reception----Intake
                                                    |
                                                    Entrance Scanners 

Edge: BB 2/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <02-27-12/0334:31>
((OOC:  Putting a data bomb on the alert icon.  Creating a security account on the node.  16d6.hits(5) → [3,2,6,4,4,2,2,4,2,3,6,1,4,3,3,5] = (3) (http://invisiblecastle.com/roller/view/3392355/)  Finding a bit of footage to loop and editing it.  11d6.hits(5) → [1,2,1,6,2,4,6,6,6,5,6] = (6) (http://invisiblecastle.com/roller/view/3392366/) stealth tests 15d6.hits(5) → [1,1,5,5,2,1,4,3,1,4,2,5,5,1,3] = (4) 15d6.hits(5) → [3,3,3,4,5,5,6,6,4,1,3,4,3,5,4] = (5) (http://invisiblecastle.com/roller/view/3392367/) logging out and getting into trouble.))

There was basically no more time to waste.  Brian was cut off from the others, and, aside from the one guard who was out of his mind on warp, he still had three more to deal with.  I was nice that his teammates had such high regard for his martial abilities, but this situation pretty much sucked.  He set up a quick account on the sensor node in case he needed to get back in, and made a 30 second randomizing video loop.  It should vary itself enough to avoid showing a pattern, even though, it's basically all the same shifts, twitches and scratches thrown together.  That done, he sent a quick message over the VPN. 
>>>>>[Hey, do you want me to try and get to those door controls, or just KO all the guards in here.  Either way works for me.  Just gotta remember that the fuse is lit on this sucker.  Only a matter of time before it all blows up.]<<<<<



Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <02-27-12/2106:14>
>>>>[If you can get the door controls then we can all take the guards out. I think this would give us the best chance of success. If you can't I can try to bypass the maglocks to get through.]<<<<<

Walks moves around the perimeter of the room feeling like she hasn't been very helpful so far, and wanting to pull her weight in the mission.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <03-02-12/1948:25>
Walks through walls uses her knowledge of security procedures and systems to try and figure out how hard it will be to get back to B.B.

(OOC Ares security procedures 3+logic 3= 6d6 6d6.hits(5) → [5,6,5,6,5,1] = (5))

She will also use her physical security designs as a complementary skill if she can
( physical security designs 2+ logic 3= 5d6 5d6.hits(5) → [1,6,2,2,4] = (1))

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <03-09-12/1029:54>
12:21 AM, June 22nd, 2072 -- Multi-purpose room

@Walks:

Walks Through Walls' photographic memory remembers exactly the pattern entered in by the receptionist on the maglock control pads but she has seen these types of pads before.  Namely on a short run she once did against an Ares ordinance R&D lab.  That was a cake walk compared to what lies ahead...but you do recognize the maglock pads.  They activate through a finger heat sensor and then also take a finger-print scan in order to be able to authorize any passcode at all. 

You also remember that the Sec. Mage outside began tracking the signatures around 11:30 and with every passing minute he could be weaving his way closer and closer along those pesky little astral strands. 

The fuse is most definitely lit on this sucker...

@Mercedes&Walks:
You both just sit in the Multi-purpose room with the passed out receptionist waiting and wondering if BB decided to go deeper into the system or try and take out the guards himself.  On one hand you've physically gotten past two maglocks into the intake portion of the first tower....yet there are several more to go.  On the other hand BB might need some help back in reception.  The little guy is quite a resourceful bastard but there are 4 guards.  At least you know the cameras have been looped in reception so those tracks have been covered. 

12:21 AM, June 22nd, 2072 -- Containment Cell
Woofer continues to lie awake occasionally beginning to dream but not being able to get any meaningful sleep.  You toy with the shiv Servo gifted you wondering how many stabs to the torso would be needed to ensure an enemies death.  a good 10-12 you estimate.  The thought of spilling blood thrills you in a way that you have never quite felt before.  You shudder and put the shiv back under your pillow trying to think of nice happy thoughts yet your mind keeps drifting back.....
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <03-11-12/0807:38>
Walks Through Walls moves over and helps Mercedes get the receptionist to her feet and help her over to the door. Walks sends Mercedes the code so that Mercedes can punch the code in using the receptionist's finger, and walks draws her taser.
Walks will be mainly behind the receptionist supporting her from behind and having the taser against the receptionists body pointing at the door.
They punch in the code and wait to see what happens.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <03-11-12/1603:07>
Brian took a quick glance around the room to plan out how he would hit this.  The guy in the far corner by the entrance was near out of his mind from Warp, so he was last priority.  The other three were sitting comfy as could be, never once thinking that they could be in danger.  Brian would need to use that well-earned overconfidence against them to win this fight.  After all, it was the Imperial Marines' overconfidence that led them into ambush after ambush down in Berkley.  Here's to it then.

"Bafroom." Brain stated as he hopped up off the bench and scurried back towards the men's room.  He advanced directly back and went into one of the stalls.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <03-13-12/1920:21>
12:25 AM, June 22nd, 2072 -- Reception
@BB:

Once in a stall in the mens room you send the girls a flash of your position and a message telling them your plan.  After waiting 5 minutes you hear the bathroom door open and a guard speaks:

"Hey kid what the hell is taking you so long in there?  You just went for ghost's sake!"

When you don't respond you hear him come towards the stall and the bathroom door swing shut.

12:25 AM, June 22nd, 2072 -- Multi-purpose room
@Walks&Mercedes:

Using the Receptionists hand you were able to get back into the sally port and now stand in front of the airlock into reception.  BB notifies you through the Teamshush that he's on his way to the bathroom.  You put in the combination and it unlocks and only awaits you to push the "open" button for the doors to slide apart.

(http://dl.dropbox.com/u/66568711/RR2_Reception_4.jpg)

Edge: BB 2/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <03-16-12/2356:57>
12:26 AM, June 22nd, 2072 -- Reception

@BB:
You hear the footsteps of the guard tap as he comes closer to the stall door.  You then see his boots as he stands right in front of you on the other side of the stall door.

"What the drek is taking you so long little guy?!"

[OOC: roll surprise with +6 for ambush and also roll init.  If you wanna shoot through the stall door i'll make that an Intuition + Gun skill with a -2 test.  Door is also 3 Armor/3Struct.  G2 surprise roll: (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3419032/).  G1, G3 & G4's surprise roll: (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3419034/).  Guard's Init: (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3419036/).  All guards except G2 in bathroom has HK ready.]

@Walks:
You get the signal from BB and pop the button to slide open the door.

[OOC: roll Surprise with a +3 and also roll init.]

Initiative:
IP1,CT1: Guards -- 8
Edge: BB 2/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <03-17-12/0132:18>
[[OOC: Surprise roll  16d6.hits(5) → [1,1,2,5,6,6,3,3,4,2,3,2,1,2,1,4] = (3) (http://invisiblecastle.com/roller/view/3419107/) aww balls If I had time to dose some betameth before the combat started, here's the 3 more dice for that. 3d6.hits(5) → [4,2,3] = (0) (http://invisiblecastle.com/roller/view/3419111/) hooray combat.  Init 10d6.hits(5) → [2,6,3,6,3,3,6,3,1,6] = (4) (http://invisiblecastle.com/roller/view/3419115/) 14 or 3d6.hits(5) → [5,1,5] = (2) (http://invisiblecastle.com/roller/view/3419116/) 19 with meth.  Anyway, waiting for the guy to try the door.  Stick and shock won't go through barriers.  If that's not an option, could I shoot at his feet and call it good cover?]]

Brian kept the submachine gun snug against his shoulder and gritted his teeth.  He hoped he could take this guy down without the other two and a half guards hearing it.



Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <03-17-12/0731:37>
(Once we get the signal and start the attack here are Walks Through Walls rolls)

(OOC Surprise (initiative 10 +3 Per Inca)= 13 dice 13d6.hits(5) → [6,6,1,3,2,5,5,4,6,6,4,1,2] = (6)
Now for the initiative roll: 10 dice 10d6.hits(5) → [6,1,1,1,2,3,2,4,5,4] = (2) so an initiative of 12.)

As the door slides open Walks Through Walls takes in the reception room. "Hopefully the surprise of the situation and the fact that there is a third person they know nothing about will be enough confusion to make up for the fact that the guards are so much better armored." she thinks as she gets ready to shoot the guard right by the door.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <03-18-12/1419:09>
[[OOC:  Simple action to open the door.  Free action to call shot for +4DV.  Simple action to do a long narrow burst.  Agl 6 +3 automatics +2 smartgun +2 smg specialization +2 point blank +1 reflex recorder -4 called shot for damage (-5 recoil +5 RC) = 12d6.hits(5) → [6,4,6,4,3,2,6,5,4,3,3,4] = (4) (http://invisiblecastle.com/roller/view/3420925/)  Dmg = 6(e) +4 +5(af) + net= 19S -½ AP assuming he doesn't get a dodge because of surprise.]]

The guard seemed to be giving him enough credit to refrain from coming into the stall after him.  Brian held his breath, opened the door and fired a burst of stick and shock rounds right up into the underside of guard's chin.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <03-19-12/1354:45>
@BB:
[OOC: Body 5 + Armor/2 7 + Insul 6 = (18d6.hits(5)=8) (http://invisiblecastle.com/roller/view/3421715/).  Total incoming is 11S.  He's out cold.  Perception to hear shot.  Guard's perception: Int 3 + Perc 2 + Teamwork 2 + Not in Immediate vicinity -2 + Internal Silencer -6 (2) = 0.  ]

The guard isn't even looking at the right height as you open up a silenced flood of stick and shock rounds straight to his chin.  You see two of the rounds cover his face in a 5 cm wide wad of puddy-like substance, and the rest paint his collar and chest.  He jerks once and the charge literally picks him up off his feet as he jumps up and then slams to the ground lying completely motionless. 

[OOC:  Roll to see if guards hear his fall: Guard's perception: Int 3 + Perc 2 + Teamwork 2 + Not in Immediate vicinity -2 (2) = (5d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3421745/).]

@Walks:
You notice the guards all turn their heads toward the bathroom as you hear something like a sack of potatoes hit the tiles floor in there.  You hope that's the guard and not BB getting thrown around in there. 

Initiative:
IP1,CT1:  BB--14, Cynthia--12, Guards -- 8
Edge: BB 2/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: Guard2{10S,1P, unc.}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <03-21-12/0617:03>
Walks Through Walls will wait watching what the three guards in the main room do. If they look like they are going to sound an alarm then I will act to try and stop them.
If some or all of them start towards the bathroom Walks Through Walls will act before any go into the bathroom, but exactly what she does depends on how they move.
Also if guard 1 by the door looks like he has seen the receptionist and realizes something isn't right she will act at that point to do something to stop him from sounding the alarm.

(OOC my hope is that we can continue to spread out the guards and slowly pick them off. We still are out numbered and have surprise so I'm trying to use this to our maximum advantage.)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <03-26-12/0053:27>
@Walks:

Guard 1 starts walking towards the bathroom.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <03-26-12/1953:52>
On the team hush Walks Through Walls will sub-vocally say, "B.B. another one coming towards you in the bathroom. You OK or should I take him out?"
After guard 1 passes the doorway Walks Through Walls will sneak along the wall a bit so she isn't in the doorway, but keeping guard 3 and 4 in sight. If she thinks she can move to the reception station without drawing attention she will move that way.

(OOC agility 6 + infiltration 2+ Urban specialization=10d6: 10d6.hits(5) → [6,4,5,5,4,4,6,2,1,6] = (5) )
She will continue to watch Guard 1 and the other guards to see if any of them suspect anything yet.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <03-27-12/2247:47>
@BB:
Walks gives you a heads up and you get ready.  The guard walks into the bathroom and seems completely distracted by the body on the floor to even notice you.

[OOC: just keep the same surprise rolls and init and we'll say that 2 Combat Turns have passed as g1 walked to the bathroom and it's the beginning of the 3rd CT.]

Initiative:
IP1,CT3: BB--14, Cynthia--12, Guards -- 8
Edge: BB 2/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: Guard2{10S,1P, unc.}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <03-28-12/0754:33>
Mercedes watches everything from cover, ready to help when needed.

Initiative Roll (7d6.hits(5)=3) + 7 = 10 (http://invisiblecastle.com/roller/view/3436242/)
Surprise Roll (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3436634/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <03-30-12/0531:57>
[OOC:  Free action to call shot for damage.  Simple action for the long narrow burst 12d6.hits(5) → [1,1,3,4,6,4,1,3,3,1,2,2] = (1) (http://invisiblecastle.com/roller/view/3439630/) obvs not good enough.  rerolling w/edge 11d6.hits(5) → [6,3,4,6,2,6,1,4,5,3,4] = (4) (http://invisiblecastle.com/roller/view/3439631/)  5 hits.  Should be 15S(e) + hits.  Holding 2nd simple to cut the lights if Walks doesn't down the last man.]

Brian took up a firing position near the corner and logged into the reception node.  From his perch, he pinged his radar a couple times just to watch the guard approach.  When he did, Brian aimed a tight burst right at the man's head level.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <03-30-12/1756:35>
@BB:
[OOC: Guard1: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3440264/).  Total incoming was 20S(e) and he soaked 7.  Out cold.  They can't hear silenced shots but roll to hear fall, Guard's perception: Int 3 + Perc 2 + Teamwork 1 + Not in Immediate vicinity -2 (2) = (4d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3440266/).  They hear it.]

Just as the guard whipping around to react to report in his fallen comrade BB paints him with little sticky black puddy which also causes him to jolt and hit the wall and tumble to the ground.  The sound of a falling sack of potatoes was too loud for BB's comfort and he flinches.

@Walks & Mercedes:
You both hear the tumble in the bathroom and you can immediately tell the guards can heard it as well.  the one in the left corner yells out, "What the fuck is going on in there?  I'm gonna find Tracy and tell her to hurry her little filmshoot up before central thinks something fishy's going down..."  He starts moving directly towards the airlock.   

[OOC: It's still the surprise IP if you wanna act against the guards.]

Initiative:
IP1,CT3: BB--14, Cynthia--12, Mercedes--10, Guards -- 8
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: G2{unc.}, G1{unc.}
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <03-30-12/2134:22>
Walks Through Walls will wait until he has moved forward enough that G4 is out of his line of sight then I will fire twice with her taser at G4.

(OOC shot #1 agility 6 + pistol 1 + specialization 2= 9 dice: 9d6.hits(5) → [4,1,5,2,4,5,3,3,5] = (3)
shot #2 agility 6 +pistol 1 + specialization- 1 recoil +1 RC=9 dice: 9d6.hits(5) → [4,3,1,4,6,2,3,2,5] = (2) )

Edit: I originally wrote the post and rolls before I read Inca's OOC post. I wanted to hit the back guard so I edited my post, but the tag on the Invisible Castles rolls won't match. I want to shoot the back guard which is #4 from what I read.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <04-04-12/0206:01>
Brian heard the motion and killed the lights.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <04-05-12/1610:56>
@Walks:
[OOC:  Soaking first shot: G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3450728/).  Takes 4S.  G3: Body 5 + Will 3 + 1/2 Impact 7 + Insul 6 (3)= (21d6.hits(5)=11) (http://invisiblecastle.com/roller/view/3450735/).  Stays awake.  Now 2nd shot: G3: Body 5 + 1/2 Impact 7 + Insul 6 = (18d6.hits(5)=8) (http://invisiblecastle.com/roller/view/3450737/).] 

Your two darts hit the approaching guard squarely in the chest and jolt him a bit but he remains standing.  Suddenly the lights cut off and since the reception front sliding doors have already closed you are immersed in pitch darkness.

[OOC: That's a -6 to everyone without thermal.  I checked and only BB has thermovision from racial trait as far as I can see. G3 perception to see Walks: Int 3 + Perc 3 + Vis. Enh. 3 + Fulldarkness(thermo) -3 + Actively looking 3 = (9d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3450749/).  Roll Infil and add your 5 thermal damping.  You have -6 visibilty and you use Intuition to attack.]

@BB:
Even though the bathroom is in total darkness, you always see the colors from the heat different people give off. 

[OOC: -3 to visibility]

@Mercedes: 
You see the lights die out in reception and in the sally port as well.  All you see is pitch black .

[OOC: same modifiers as for Walks.  You can act now if you want or I'll start the next IP.]


Initiative:
IP1,CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: Guard3{4S}
Ammo: Cynthia-2/4, BB--38/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <04-05-12/1926:52>
Walks Through Walls tries to remain unseen.
(OOC Infiltration roll. Agil 6 + infil 2+ specilization 2+ dampening 5= 15 dice: 15d6.hits(5) → [1,1,1,2,3,2,5,2,6,3,4,6,3,2,3] = (3)
She'll use edge to reroll failures. 12d6.hits(5) → [6,3,5,6,1,1,3,6,4,6,5,1] = (6) )


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <04-06-12/2344:00>
Mercedes stays in cover and let's the pros handle the guards.

From cover, Mercedes yells out to the guards (with her Commanding Voice): "Drop your weapons and freeze!"

Commanding Voice roll (16d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3511259/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <05-11-12/1555:08>
[OOC: Guards Will: (3d6.hits(5)=2, 3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3513678/)]

Both of the guards in the reception room pull the straps off their shoulders and throw their their HK smg's to the ground, their eyes frozen with a dead stare.

[OOC: The can't move until their next action phase, i'll even make it so they can't react to an attack and only soak damage.  Remember to include your vis mods since the lights cut out.  BB's turn, Let's rock!]

Initiative:
IP2, CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2
Wounds: Guard3{4S}
Ammo: Cynthia-2/4, BB--38/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <05-12-12/0915:14>
[OOC: Will run if necessary to acquire target.  I didn't include the point blank bonus on this one.  If the -2 running penalty needs applying and the +2 point blank bonus won't be, then knock off two dice.  Anyway..  7d6.hits(5) → [6,1,6,6,4,2,2] = (3) (http://invisiblecastle.com/roller/view/3514790/)  looks like the last two don't really factor anyway.  So, the damage should be 18S(e).  6 base +4 called +3 net +5 autofire.]

Hoping to mop things up as quietly as possible, Brian moved into the main room and fired on the fourth guard.  This whole operation hinged on the element of surprise.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <05-14-12/1431:00>
@BB:
[OOC: I'll say you can get just around the corner with a free action.  It's not point blank and you forgot the vis modifier of -3 for just thermographic in pitch black.  That leaves 1 hit. G4: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3517610/).  Using group Edge, 13d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3517611/).  So he takes 6S.]

As soon as BB hear's Mercedes command he knows time is of the essence.  Just a few split seconds and their daze will wear off!  His magically heightened quickness snaps him into a dash for the reception room and he just barely whips around the corner and gets off a shot at the thermographically outlined form he sees in the corner of the fourth guard.  Aiming for a second near the neck area he gets off a burst of stick and shock rounds but only one of them seems to connect, nonetheless jolting him violently. 

[OOC: Walks's turn.]


Initiative:
IP2, CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 2/3, Woofer 3/3, Mercedes 2/2, Guards 2/3
Wounds: Guard3{4S}, Guard4{6S}
Ammo: Cynthia-2/4, BB--32/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <05-14-12/1910:53>
Walks Through Walls will attack guard 3 again. She will try for a more vulnerable location.

[OOC: Agility 6 + pistol 1 + specialization 2 + point blank 2 - 3 thermographic - 2 aimed shot =6d6]
6d6.hits(5) → [2,2,3,1,2,2] = (0)
she will use edge to reroll failures. 6d6.hits(5) → [4,6,4,6,4,3] = (2)
Then a second shot just looking to hit so [ OOC Agility 6 + 1 pistols +2 specialization +2 point blank -3 thermographic -1 recoil= 7 dice]
7d6.hits(5) → [1,3,3,3,4,5,3] = (1)

[hopefully this is enough to drop him]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <05-14-12/2319:34>
@Walks:
[OOC: Since you took -2 to the first shot i'm assuming you are looking for a +2DV so incoming is 10S. G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3518216/).  Using another group Edge to reroll: 13d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3518218/).  First shot deals 2S.  Second shot's incoming is 7S G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3518223/).  Soaks all of it.]

You pump the thermographic form of the guard right next to you with the last two shots from your taser but he seems only mildly phased by the shock.  He must have some pretty good insulation on his armor.  They seem to be slowly coming back to their senses after Mercedes' daze.

[OOC: Third IP now, BB's turn.]
Initiative:
IP3, CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 1/3, Woofer 3/3, Mercedes 2/2, Guards 1/3
Wounds: Guard3{4S,2S}, Guard4{6S}
Ammo: Cynthia-0/4, BB--32/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <05-15-12/2241:18>
[OOC:]Long narrow burst on guard 4 from point blank (he's continuing to advance on the guy,) then a free action to switch to SA and firing on guard 3.  6+4+2+2-3= 11d6.hits(5) → [6,2,5,4,2,1,6,3,4,4,6] = (4) (http://invisiblecastle.com/roller/view/3519847/) forgot +2 from specialization. 2d6.hits(5) → [2,6] = (1) (http://invisiblecastle.com/roller/view/3519852/) so 5 total.  Shot on guard 3 -1 from recoil and -2 for a 2nd target in a pass. 10d6.hits(5) → [3,3,5,2,3,4,6,5,5,5] = (5) (http://invisiblecastle.com/roller/view/3519862/)  nice!  Oh, balls. Forgot the lack of point blank bonus on this one.  So only 3 hits on guard 3 unless BB is in a meter of both guards..]

Amazed to see the two guards still standing, Brian unleashed another barrage of stun jelly at the fourth guard and turned to fire once into the back of guard 3 in the desperate hope to down these giant bastards.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <05-16-12/1143:49>
@BB:
[OOC: If you're running toward the guy then the -2 from firing while running should apply, so that's 4 hits for first shot making incoming 15S.  G4: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3520384/).  Using last point of group Edge: 14d6.hits(5)=7 (http://invisiblecastle.com/roller/view/3520391/).  G4 takes 1S.  Can't be point-blank to both, same moving -2 applies to second shot which leaves 1 hit making 2nd incoming 7S.  G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3520397/).  Soaked.]

As you charge the fourth guard in the corner you riddle him with a long burst of SnS but it barely seems to shake him more than he's already shook and the same goes for the third guard when you whip around in mid run and deliver a round which only sticks to the back of his vest and fizzles out.  They got lucky, but luck always eventually runs out!

@Walks:
[OOC: Walks' turn, also take your fourth IP cuz I think you have one.

Initiative:
IP3, CT3: BB--14, Cynthia--12, Mercedes--10, Guard4--8, Guard3--7
Edge: BB 1/3, Cynthia 1/3, Woofer 3/3, Mercedes 2/2, Guards 0/3
Wounds: Guard3{4S,2S}, Guard4{6S, 1S}
Ammo: Cynthia-0/4, BB--25/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <05-16-12/1547:57>
[OOC: Wasn't planning on running, just continuing to advance.  So, scrub the point blank, I suppose.  Same diff anyway.  BTW, are you using half impact armor for this or half ballistic?  Hard to figure how these guys have 14 impact armor with 5 body unless they're cybered to the gills.  Not that 1-2 dice matters much.]
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <05-16-12/1955:11>
Cynthia ejects the empty taser clip and reloads with a new one. As she fires again at the guard in front of her she prays to the moon maiden to help her shot be true.
url=http://invisiblecastle.com/roller/view/3521038/]Agil 6+ pistol 1+ specialization 2+ point blank 2- vis3=8d6 (8d6.hits(5)=2)[/url]
8d6.hits(5) → [6,1,1,2,6,4,4,1] = (2)
Hitting him pretty solidly with the shot she will then continue with her last IP firing again on him aiming for a vulnerable area (-2 for +2)
6d6.hits(5) → [1,2,3,6,4,5] = (2)

first shot on fourth pass agil 6 + 1 pistols + 2 specialization +2 point blank -3 visibility -2 aimed shot= 6d6
http://invisiblecastle.com/roller/view/3521041/

If he goes down I will switch to the other guard otherwise I'm going to pump another shot into him not aiming this time
7d6.hits(5) → [5,1,6,1,3,4,6] = (3)

Agil 6 +1 pistols +2 specialization +2 point blank -3 visability -1 recoil= 7dice
http://invisiblecastle.com/roller/view/3521047/

She holds her breath for the part of a second it takes for the guard to fall or stay up.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <05-20-12/1348:49>
@Walks:
[OOC: changing a clip takes a free and a simple with smartgun so i'll just take your first roll on IP3 since you need a free to call a shot.  Incoming 8S. G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3526741/).  Takes 3S.  From 1st shot IP4 incoming is 8S again.  G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3526743/).  Takes 5S and out cold.  2nd shot IP4 at G4 is 8S because of no point blank and additional -2 for 2nd target.  G3: Body 5 + Armer/2 7 + Insul 6 = (18d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3526746/).  Takes 3S and is out cold.]

Mercedes realizes she's going to have to move lightning fast as soon as she sees BB's shots fail to down the two guards.  Mana from the spell Walks learned to fuse in place surges through her mind and body.  Instantly Walks gives the mental command to pop out a clip and before it even clatters to the floor she has slapped a new one and gotten off 2 shots, each one downing a guard. 

@BB, Walks & Mercedes:

After the small pulsing of two taser rounds the sound of bodies hitting the ground almost simultaneously, Mercedes hears nothing but silence from her crouched position behind the airlock.  Tracy the receptionist is breathing softly as if in a peaceful slumber right next to her. 

The two thermographic forms of the guards lie motionless and it appears that they did not alert any central nodes. 

None of the nodes BB is subscribed to show any alert of any kind.


Edge: BB 1/3, Cynthia 1/3, Mercedes 2/2
Ammo: Cynthia-2/4 (1 clip used), BB--25/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <05-20-12/2232:37>
Brian stood still for a second and surveyed the scene.  None of the guards seemed to be moving, so he turned the lights back on.  "God damn!  This big bastard did not want to go down!"  He pointed to the guard with over a dozen little electric gel spalts on his neck and torso.  "When we stash these guys in the toilet, his head is going in the bowl.  Son of a bitch, tryin ta make trouble.  See how you like bobbing for hepatitis.."  He kicked the guard a little before grabbing his leg and dragging him back to the men's room.

"Once these guys are out of sight, I could take a minute to dig deeper into their network and see if I can find some security center.  Probably some records in the local security node that'll lead me to a security hacker.  Then it's just a matter of tracing him to find their main security hub.  After that, hell, I dunno.  Breaking into prisons is hard.  Hopefully their decker is a chump because of that."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <05-21-12/2228:09>
She who Walks Through Walls helps B.B. drag the bodies to the bathroom and handcuffs them with the restraints she brought with her after taking their weapons.

While B.B. starts digging into the security a bit deeper she looks at Mercedes and asks, "So can we get Woofer brought here do you think or am I going in after him? If we can get him brought here I can use magic to help hide that anything is wrong at least at first glance, but while I'm doing that I won't be able to do much if anything else."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <05-25-12/1415:10>
"I think having him brought to us is the best chance for success. B.B., can you contact the guards to bring him up here? Make sure it's as few guards on him as possible. If they insist on more than 1 or two guards, maybe a distraction?"
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <05-26-12/0238:29>
"This time of night, I imagine they're working with a pretty small crew of guards.  No need for crowd control with everyone in their cage for the night.  Give me a second to patch into this TIe grid, and I'll give you a head count of who's left."
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <05-26-12/0721:40>
While B.B. is working on finding this out and getting further access Walks Through Walls will reload her taser clips with darts so that she is ready if we run into more trouble. Then looking at the clock she hopes that the mage who was looking at the astral disturbance out front is still having trouble tracing the spirits back to her.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-02-12/2237:39>

Complex action to hack into the roster node with a user account.
16d6.hits(5) → [2,5,4,1,6,1,5,1,3,5,5,4,1,1,6,6] = (7) (http://invisiblecastle.com/roller/view/3548779/)

Free action and Multitasking action to observe in detail with Analyze.
11d6.hits(5) → [3,3,1,4,5,5,2,3,4,5,2] = (3)
11d6.hits(5) → [6,3,3,2,4,5,1,6,3,5,5] = (5) (http://invisiblecastle.com/roller/view/3548777/)
I suppose the first one could be before logging in, just to get an idea of the node's security level, and the second once inside the node.

Assuming 5-7 hits is enough to get in with a regular user account, I'll throw opposed stealth and then a browse action to pull up the prisoner records and find where they're keeping Woofer.

Stealth: 15d6.hits(5) → [3,5,6,1,2,1,5,6,2,5,5,2,4,4,6] = (7) (http://invisiblecastle.com/roller/view/3548792/)
Browse: 11d6.hits(5) → [4,5,4,1,5,5,6,3,4,4,1] = (4) (http://invisiblecastle.com/roller/view/3548795/) 
I'll roll more browse if you think the threshold should be higher.


B.B. cracks his fingers and digs back into the system for an uninterrupted hack.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-05-12/0110:00>
[OOC:Firewall 5 + Analyze 4 = (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3552121/).  You're in with user account.  You succeed in illegal access of roster file.  Test to detect you: Firewall 5 + Analyze 4 = (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3552135/).  You're unseen. ]

@BB:
The roster node analyzes out to be a System 4 type node with a rating 5 Firewall, same as the entrance scanner node you just hacked into.  You tear through this firewall just as easily and convince it to give you user level access.  After bending the security protocol rules a little bit you manage to open up the roster and pull it up in front of you on a green-tinted ARO.  Browse program quickly finds any references to Marcus Steele and sure enough an entry pops up that is marked red. 

Hollywood Detention Facility Knight Errant Corporation: Roster

<<** Marcus Steele>>
<<Cell Block 4 -- 20th floor>>
<<Visitations: cleer with ROBLES894301>>
<<Status: CLASSIFIED>>

the misspelling causes you to smirk slightly. 

You also remember the target Sheldon wanted you to "crush," Sexton.  You find only one Sexton:

<<Sexton Mann>>
<<Cell Block 4 -- 20th floor>>
<<Visitations: Normal visitation hours: 19.99¥ -- Walk-ins: 99.99¥ -- Conjugal -- 149.99¥>>
<<Status: 30 years -- Eligible for parole in 3 years>>

(https://dl.dropbox.com/u/66568711/SR%20shares/Otherfloors_RRII.jpg)

The whole node seems dedicated to managing all aspect of visitations and handling the money for transactions and rerouting the cred to a central node.  Just like all other private prison contractors, every little aspect of a prisoners life is juiced for a profit.  Keeping people locked up pays.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-13-12/0056:22>
Alright, making digital people. Here goes an edge reroll nothing!  11d6.hits(5) → [6,2,6,3,1,6,1,4,6,6,1] = (5) (http://invisiblecastle.com/roller/view/3562893/)  Woohoo!  5!  Lookit all them pretty sixes.  Making it a threshold 3 would be really nice though..  I'll edge anyway. 6d6.hits(5) → [4,5,3,6,5,2] = (3) (http://invisiblecastle.com/roller/view/3562894/)  Sweet action! The Kid is a wizard!  8 hits total means an observer would need to beat 4 hits to notice that the people are all AROs.

"It looks like we're going up.  In the desperate hope that things won't fall to chaos down here before we return, let's set up a fake waiting room.  Could you guys put these tags where the guards and secretary should be while I build us a simulation?  Hopefully Mercedes can mimic the secretary's voice and send that as AR info in case we need to deal with any visitors.  I'll watch the security feed to that end.  Once I've got their signal scanners, we should be clear to move ahead."

That said, Brian began cranking through data to make his sim.  Good thing he had all the sensor records from the cameras and his 3D millimeter wave scanner.  Inputting the scanner's data gave some very good wire models, and the cameras provided the texture.  Soon enough, they had some very convincing models hacked to take the AR halo off them so they couldn't be differentiated from real people.  Asses covered, he concentrated on getting everyone forward.

Rolling matrix security knowledge to guess the best way to get to their wireless security system. 
14d6.hits(5) → [2,4,2,1,5,3,6,1,5,1,1,4,2,2] = (3) (http://invisiblecastle.com/roller/view/3562911/)  Whaa wahhhhn.  Not terrible at least.  Can I get a hint? ;D

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-13-12/1410:35>
@BB:

BB got lucky that some of his scanners captured some good 3d feed of the guards and receptionist.  After cooking up some convincing looking AR holograms that overide standard safety features in order to interact realistically with users, he turns his attention back to Hollywood's hardwired system.  Since the outer layers of the network seem to follow very analogously to the outer layers of the physical facility it makes sense that the matrix security follows an onion-like structure.  Already having penetrated two layers of nodes and still not finding much sensitive information or functions the only recourse seems to be to go deeper into the system.  Looking at the floor plans he wouldn't be surprised if some kind of central node was just beyond Intake.   The analyze ARO infront of of him shows that Intake all in all looks to be a class 5 rated system with a class 6 firewall. 

                              Records and Detention Facility Roster.
                                                        |
---Tapper Bug----Utilities-----Reception----Intake
                                                        |
                                               Entrance Scanners


Edge: BB 0/3, Cynthia 1/3, Mercedes 2/2
Ammo: Cynthia-4/4 (1 clip, 2 darts used), BB--25/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <06-19-12/0508:31>
R6 firewall, eh?  At least I've got the mute option...  I'll assume no nanite bonus on a R5 node. 
13d6.hits(5) → [1,6,2,3,3,5,2,5,3,4,5,5,3] = (5) (http://invisiblecastle.com/roller/view/3571200/)  If I do get nanites, then 3d6.hits(5) → [6,1,6] = (2) (http://invisiblecastle.com/roller/view/3571203/) also booya!  I might actually get in undetected!  If no nans, then 2nd roll only needs 1 hit to get in, and w/e got 2 hits on 3 dice.  I guess I'll just roll with nan bonus and you can cut it off the end if necessary.  Opposed stealth on entrance (assuming IC is active.)  15d6.hits(5) → [5,2,3,6,6,3,5,6,2,4,1,5,1,4,2] = (6) (http://invisiblecastle.com/roller/view/3571243/)  Here's a hacking + exploit roll to try and shut off an alert if there is one.  15d6.hits(5) → [2,2,3,4,5,5,6,1,4,3,6,1,6,3,2] = (5) (http://invisiblecastle.com/roller/view/3571245/)


Plugged into the network, Brian tried to punch deeper into the system.  The increased security beyond the walls was concerning, but there was nothing to do but go forward, so he did.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <06-19-12/0801:24>
@BB:
[OOC: Firewall 6 + Analyze 5 = (11d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3571336/).  You enter undetected by firewall.  IC1: Pilot 5 + Analyze 5 = (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3571337/). IC2: Pilot 5 + Analyze 5 = (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3571338/).  Neither IC sees you.]

You slip into the Intake node just as quickly as you did the other ones cutting through the firewall like it was butter and snagging a user account.  The two IC agents that your analyze program picks up don't notice you at all....it's gonna be a bit of a bitch trying to hide any activity on this node on your bogus account from a firewall and 2 IC. 

From here you see three other nodes connecting to this one.

  Records and Detention Facility Roster.  Intake Security
                           |                                      |
-------------Reception------------------Intake-----Central Command
                            |                                   |
            Entrance Scanners         Personal Belongings
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-01-12/1203:05>
  Hacking to get into central 16d6.hits(5) → [5,3,5,6,3,3,2,6,1,1,6,1,3,4,1,2] = (5) (http://invisiblecastle.com/roller/view/3590345/) 2nd pass 15d6.hits(5) → [4,6,3,5,3,5,4,2,2,2,2,4,3,1,2] = (3) (http://invisiblecastle.com/roller/view/3590346/)  Can't imagine 2 passes not seeing me, so I guess, you can apply that previous hack+exploit roll for shutting off the alarm.  [2,2,3,4,5,5,6,1,4,3 ,6,1,6,3,2]=(5) (http://invisiblecastle.com/roller/view/3571245/)  opposed stealth 15d6.hits(5) → [5,1,6,2,1,5,2,4,4,2,5,1,3,2,5] = (5) (http://invisiblecastle.com/roller/view/3590347/)  A couple free actions to analyze 11d6.hits(5) → [3,2,6,1,1,3,5,6,3,5,2] = (4) 11d6.hits(5) → [1,4,1,3,3,2,5,5,5,5,2] = (4) (http://invisiblecastle.com/roller/view/3590349/)

Ducking past the seated ICe, Brian pushed further into the system.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-01-12/1555:40>

@BB:
Firewall 6 + Analyze 6 = (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3590459/).  Firewall 6 + Analyze 6 = (12d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3590460/).  You get a user account but get detected by the firewall, but Mute gives you 1 CT before alert goes off.  Using a simple action for analyze in detail you see 2 spiders ARACHNID420 and SUBZERO2053.  Checking to see if they see you log on: ARACHNID420: Analyze 6 + Computer 5 + Enceph 1 = 12 (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3590461/).  SUBZERO2053: Analyze 6 + Computer 5 + Enceph 1 = (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3590464/).  Neither of the beat your 5 hits on Stealth roll to see you log on.  Using another Simple to issue command to shut off alarm....System checks to detect bogus command: Firewall 6 + Analyze 6: (12d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3590470/).  Now both Spiders also roll to see if they detect you issue command, i'll use same Stealth roll for you: ARACHNID420 & SUBZERO2053: Analyze 6 + Computer 5 + Enceph 1 = (12d6.hits(5)=4, 12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3590471/).  Neither of them beat your Stealth roll!

Remember, when you do any action that's not part of your User privileges, roll a stealth roll and the System and 2 Spiders will roll against it.  That's 3 rolls so think wisely on what you want to do.



You fool the heavy firewall of the Central Node into letting you in and as soon as you log-on, you startle as an AR window outputting a detailed scan of the node shows two user personas that come up as ARACHNID420 and SUBZERO2053 logged in and they look to be running a sleuth of programs which shout "security spider".  They are busy at work installing updates.  Obviously they haven't seen you yet....very few could and it's clear that this must be where the "heavy" security of the whole system is concentrated.  It's not enough to scare you but definitely enough to have to be extra careful.  KE definitely didn't install bleeding edge hardware to run their jail, but it's definitely as good as anything a runner is able to find out on the streets.  The muting function of your Exploit program is holding steady and you ever so gently send a bogus command to shut down the restricted alert in progress...flinching for a few seconds you breathe a sigh of relief as the system command goes unnoticed  and the alert protocols stand down.

The AR windows which have been pelting your field of view in a steady stream throughout your hack trickle to a just a few blinking reminders as you sit there under cover of your Stealth program, happy the system thinks your just a routine filing agent, but busy at work thinking out your next move.

Your User level privileges encompass: Communication through the telecomm system, Interface to key a card system which allows you to initiate a card swipe, Check prisoner roster which looks the same as the previous roster you saw, View a video feed of each prisoner.  A host of other very minor clerical functions and maintenance functions are available as well.  It seems that User access is reserved for maintenance, cleaning staff, and social workers of different kinds as well as certain KE civilian employees.

 There is also a map which lines up with the one you have.  The Central Node's hardware is shown to be located inside the control center.  Even though there is a Control Center room on each floor, each of these are on top of each other and connected by their own dedicated elevator and all are governed by 1 node. 

The awakened detainment tower only shows 1 entrance.  This is from a short bridge-walk which when activated slides from the 20th floor small helo-pad to the tower. 

The Sally Port room also shows to have a separate cargo sized elevator which is for moving prisoners and cargo from one floor to the next.

New nodes:
There are hundreds of slaved nodes (doors, cameras, etc.).  All of them require security access on the Central Node in order to be sent commands.  User access commands can be sent to doors with a proper card swipe.  This is governed by 1 slaved node to Central which is called "Control Center Card Reader".  From your knowledge of sec. systems it is likely that this card swiper/s is located in the Control Center Room and allows any door to be open.  Then each of the slaved door nodes also have their own card swiper near each door which governs only that one door.   This means a user could swipe their card at a door and open it, or swipe the same card in the Control Center and then remotely open any door they have clearance for.

Edge: BB 0/3, Cynthia 1/3, Mercedes 2/2
Ammo: Cynthia-4/4 (1 clip, 2 darts used), BB--25/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-04-12/1438:55>
Running a trace should happen from my commlink rather than on the central node, so it shouldn't need a stealth roll.  So, I'm going to try and get these guy's IDs so I can spoof commands.  Trace User action looking for 10. 
Track 3 + 1 skill +3 nans +1 pushed =
8d6.hits(5) → [6,4,1,2,1,4,4,5] = (2) (http://invisiblecastle.com/roller/view/3594291/)
7d6.hits(5) → [3,1,3,6,6,2,5] = (3) (http://invisiblecastle.com/roller/view/3594292/)
6d6.hits(5) → [4,2,1,1,4,1] = (0) (http://invisiblecastle.com/roller/view/3594294/) and it's a critical glitch! 
The action fails.
Still the safest route with all the security on the node, so I'll start again unless you think there should be drastic consequences.  It's just an extended test after all.
From the top.
8d6.hits(5) → [6,4,1,5,2,2,4,1] = (2) (http://invisiblecastle.com/roller/view/3594306/)
7d6.hits(5) → [5,2,5,4,3,5,3] = (3) (http://invisiblecastle.com/roller/view/3594307/)
6d6.hits(5) → [4,6,6,5,4,4] = (3) (http://invisiblecastle.com/roller/view/3594308/)
5d6.hits(5) → [4,2,4,6,3] = (1) (http://invisiblecastle.com/roller/view/3594311/)
4d6.hits(5) → [1,3,3,5] = (1) (http://invisiblecastle.com/roller/view/3594312/) Yeah!  No Whammy!
So 8 IPs or roughly 8 seconds time should give me the Access ID and exact location of one SUBZERO2053 (provided he's using a wired connection.)


Brian's icon remained motionless as the Track program running on his commlink began analyzing data latency coming off one of the two spiders.  He started making headway when he realized that he hadn't been compensating for the speed of fiber compared to the broadband he was used to.  All his calculations were useless and needed to be scrapped.  Adjusting for fiber he started again, and in a few moments had nailed SUBZERO2053 down.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-05-12/2304:09>
@BB:

After correctly compensating for optical non-linearities in the fiber-optic connection which you normally don't have to deal with you manage to narrow SUBZERO2053's location down to a little blip on your AR map placing him inside the 20th floor's Control Center.  It seems he's on the same floor as Marcus and Sexton.  You wouldn't be surprised if both spiders were bunked up together side by side.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-12-12/0148:11>
<<@Team Shush:  Good news - bad news.  Good news is, I've got access enough that I should be able to spoof doors open for you.  Bad news is that I can't seem to get their wireless security in my pocket, so I'm stuck jacked into the wall right here.  If you want to move ahead, I can hold down your exit and open doors, but you can't rely on my guns if something pops off.  Let me know when you want to make your run on the main prison.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-12-12/0556:44>
<<@Team Shush: OK I'm ready. Mercedes, you coming or am I purely sneaking on my own? I think you would be helpful to have along. I have thought of a couple ways to help you not be noticed. 1. I could use a spell to make you invisible. 2. I could use a spell to make you look like a guard to people, but not the cameras. 3. I could make myself look like the guard to people and act like I'm escorting you somewhere. Let me know what you think
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-12-12/0801:42>
<<@Team Shush: I'll go with you, but I think it might be better if we dress the part.>>

Mercedes will strip down a guard that's closest in size to her, and tries to disguise herself as much as a guard as possible.

Disguise check - INT (4) + Disguise (1) = 5 (5d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3604104/)
Well, no successes, but no 1's either. ;)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-12-12/1906:37>
<<@Team Shush: I'll keep out of sight and provide support then and hopefully we won't run into anyone who is too curious about what is going on. I'm ready when you are.

Walks Through Walls will walk back to the hallway and wait for B.B. to open the lock and send them on their way.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-22-12/1908:17>

@BB:
Door node Cluster: System 3 + Firewall 4 = (7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3619382/).  You got 3 hits so they open.  This is actually a cluster of doors.

@Walks:
Roll infiltration.


BB manages to successfully fake the access ID on the command to the door cluster node and they believe that it came from Central Command.  Suddenly 3 of the doors open up and light up in green on your map as being open.  Omni directional cameras are also indicated on your AR map as red circles.  A team shush pulse sends the info out to the team in a few seconds and they have it on their ARO. 

@BB:
In the node as a User you are able to see the camera feeds from any camera of your choosing.  The closest omni directional cameras in the ceiling are shown.  You notice that they don't have a thermal channel but they do have a low-light one.  You do see two guards sitting around a table and facing the wall in the intake room on the other side of the sallyport.  They're most likely waiting for anyone who's going to come in through intake.  They don't seem to really pay much attention to the hissing of the airlock doorways. 

@Walks & Mercedes:
The airlock doors in reception that you just came out of have been open this whole time, but the opposing sallyport doors suddenly slide open and on the other side you see the well lit intake room.  Walks gets caught a little by surprise and quickly steps out of the LOS of any camera that might be on the other side. 

(https://dl.dropbox.com/u/66568711/SR%20shares/GroundFloor2.jpg)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-22-12/2050:07>
As the door hisses open Walks silently curses herself for letting her guard down even for a second. Here of all places to have a mental lapse. She quickly steps back to the wall and hopes that her chameleon suit will do its magic and help her "be the wall"

(OOC infiltration agil 6 + infiltration skill 2+ specialization 2= 10d6:
10d6.hits(5) → [5,5,3,6,4,1,5,4,4,2] = (4) )

She takes in the room and keeps her eyes on the guards and moves along the walls.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-23-12/1705:27>

Guards: Int 3 + Perception 2 + Teamwork 1 + Chameleon/Traceless Walk -4 = (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3620747/).  They don't see you.  Now for cameras: Sec. Spiders: Sensor 5 + Perception 4 + Chameleon -4 = (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3620761/).


@Walks:
You quickly whip back behind the airlock doorway, take a deep breath and get ready to do what you do best.  You decide the slow careful route is the best one for this type of situation and you slowly start sliding along the wall. As soon as you get to the edge and have the guards in sight, it's obvious they aren't paying much attention and are too busy shooting the shit.  You quickly summersault past them and are now in the long chamber heading towards the other sallyport whose open door shows the dim interior to the access port.  Again sliding down the edge of the wall a quick teamshush burst lets you know BB's assessment that the security spiders have not noticed you.  You know it's probably not a good idea to keep the doors open too long to not arouse suspicion. 

You finally find yourself on the inside of the 2nd sallyport and the door to your south reads "Control Center 1".  There's still wireless access to the team through the open doors but once they shut you don't know how it's gonna be.

(https://dl.dropbox.com/u/66568711/SR%20shares/GroundFloor3.jpg)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-23-12/2126:45>
Walks Through Walls looks around trying to figure out the best way to start up to the upper levels while waiting for Mercedes to catch up. She will cautiously peak into the control center.

(OOC perception roll Int 4+ perception 1 + actively looking 2=7d6:
7d6.hits(5) → [5,4,5,2,3,1,4] = (2) )

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-25-12/2018:22>
Mercedes walks along, trying to act like she belongs there. Just in case, she pulls out her lipstick and applies it. Just in case, she says to herself again.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <07-25-12/2058:11>
<<@team shush: When you get to floor 20 where they're keeping Woof, that's the same spot where the computer security guys are holed up.  If you can KO them, which should be easier than these armored-up guards, then I'll be free to run their security into the dirt.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-26-12/0618:17>
<<@Team Shush: OK we'll do.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <07-27-12/1505:20>
12:31 AM, June 22nd, 2072
 
@Mercedes:
Guards: Int 3 + Perception 2 + Teamwork 1 (2) = (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3626840/).  Sec. Spiders: Sensor 5 + Perception 4 (2) = (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3626926/).  Both guards and security spiders see you.

@BB:
I"ll buy hits with your sniffer program to hear the communication between the spiders. 



@Mercedes:

As you exit the sallyport into the intake area, the guards hear you and turn towards you.  They're not wearing any helmets but they do have the rest of the heavy armor the reception guards had as well as the weaponry.  They look rather confused by your entrance but at the same time they seem rather taken aback with your striking and exotic appearance.  "Excuse me mam, could we see some proper identification."  one of the guards says as he gets off his chair and starts coming towards you. 

@BB:
You can clearly see Mercedes in the hallway cam and in the intake cam and it's quite clear that the spiders have seen her as well.  Since they have no record of her entering reception you can tell they are quite concerned and begin to try and cross-reference her with recent records of visitors.  Your sniffer program is able to weed out the communication between the two spiders.

ARACHNID420: <<Funny, that lady was not checked into the reception sallyport.  God damnit Tania.  Her wide open legs are gonna cause a security breach in this place one of these days.  Well she's still at her desk so she must have just forgotten to log that hot little elf in.  The wall guards said she had a kid though.  I don't see him in the reception cam.  Something's not adding up here.>>

SUBZERO2053: <<Tania's only still got her job cuz chief warden can't stop banging her.  Don't sweat it, looks like Chuck from intake's checking out the lady.  I'll keep monitoring the situation while you keep installing those last few updates.>>

ARACHNID420: <<Roger that, just watch out though, that minor little astral disturbance could be connected to this.  Looks like Alpha94235 is on duty tonight so we can rest easy.  He also gave her a once over and found her to be totally mundane.  I'll check in with him as soon as Chuck clears her.  She doesn't look armed at all but it might not be a bad idea for me to also look back at the bulwark cams just to keep track of that kid.>>

@Walks:
The whole sallyport works like an elevator and there is a standard button panel number B to 20.  The door which read "Control Center 1" is actually written in AR and probably changes when you get to each floor.  Same with the other entrances into the sallyport. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <07-28-12/1727:53>
Walks Through Walls moves to try and flank the guard as he approaches Merecedes, but is waiting hoping she can talk her way through this like she normally does.

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <07-29-12/1141:14>
Mercedes smiles at the guards and starts unbuttoning her shirt as she walks towards them, hoping to distract them so she can get close enough to kiss the bigger one. "The girl from reception thought you guys might like to join the party."

Con 5 + Charisma 8 + Kinesics 3 + Imp Con 1 + First Impression 2 = 19 (19d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3629361/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-02-12/1703:21>

Taking away Suspicious and Harmful to Npc mod for a total of -4, you still have 3 hits.  Guard: Charisma 3 (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3635065/).   It's a glitch.  I'll say he's overcome with desire.

Rolling to see if the sec. spider's notice the seduction attempt.  Spiders: Sensor 5 + Percep 4 (3)= (9d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3635515/).  They see it.  Gonna roll a leadership test to see if he can make a good security call for the well-being of the jail.  Spiders: Charisma 4 + Leadership 2 (2) = (6d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3635536/).  He makes it.  He's gonna contact Chuck.


The eyes of the guard walking towards Mercedes light up with surprise as if someone had put his finger in a socket.  As she approaches he freezes and just starts blushing uncontrollably.  He stutters a few times but doesn't really know what to say.  His buddy looks at both of them obviously fascinated by the elf's beauty. 

@BB:
SUBZERO2053: <<WTF!?  Holy shit come check this out!! Looks like Chuck is handling the situation alright! This doesn't look good at all, i'm gonna find out what's going on.>>

You can see he sends out a data packet request to contact Chuck's commlink.

SUBZERO2053:"Chuck...what's going on down there.  Who's the elven woman."
SUBZERO2053: <<If he doesn't answer I'm calling in astral watch to scope out the situation.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <08-10-12/1421:00>
Mercedes walks up to the first guard and stands on her tip-toes to whisper in his ear (using Commanding Voice), "Let's go somewhere more private.". She looks meaningfully at the door nearby (to the property room, but she doesn't know that), and smiles. She also looks at the other guard and says, with a seductive wink, "And he can join us too, if he wants."

Leadership roll (16d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3647408/) (not so good, but hey...)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-10-12/1501:59>

@Mercedes:
I'll treat it as more of a Con (Seduction) roll, so i'll give you the 3 more dice for Con: 3d6.hits(5)=0 (http://invisiblecastle.com/roller/view/3647433/).  Ok no more hits :(  Now they'll resist:     Guards: Charisma (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3647436/).  Ok so tie i'll say just results in a stalemate, i.e. no effect.  So they don't think you're an intruder YET but they're not gonna go into the room with you.  At this point if you want to perform further social skills, the fact that the spider radioed in will give your dice pool a -1 Suspicious mod and a -3 Harmful to NPC mod.  You'll also get a -2 for "trying again"....even if it's a different social skill, it's the same context so i'll just consider it "trying again."
 


@Mercedes:
Both guards just stand there rather taken aback.  You can tell they consider your offer, but the cameras most likely make them wary of accepting it.  Smiling and with full schmooze mode on the guard closest to you responds.

"Hey listen lady, we know this is probably a mix up but central wants me to ID you just in case.  Can you quickly flash us your SIN cuz it's not coming up on my ARO."

The other onlooking guard flashes you a text message and from the trodes attached behind his ear you guess he must have sim-typed it: <<My shift finishes in like 2 hours, can I give you a call?>>


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <08-11-12/1222:09>
Mercedes makes a show of wearing the guard's shirt and smiles at them, "I must've left it back in the other room while they were ... busy." With a smile to the first guard, she makes her way to the second guard. "Maybe you'd like to join me in the other room? I'm sure your friend would keep watch out here for both of you."

Con - 6 Modifiers (11d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3648815/)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-23-12/1415:21>

@Mercedes:
I won't even roll cuz you got 6 hits. 


@Mercedes: 
The second guard tries to hide his delight and motions to the first one.

Guard2: "Don't worry Chuck, I'll take care of this."

He motions to Mercedes and follows her into the booking room which is connected to the property room.  Even though it was obvious she came from the sallyport, they don't seem to care and are focused on how entranced they are with the elven beauty.  Chuck radios over to the security spiders.

@BB:
Guard1 (Chuck): <<we got it under control, going to acquire SIN momentarily, over>>

SUBZERO2053: <<Looks like Chuck has it under control, we'll give him another few minutes to ID her, don't want a false alarm security breach going down on record under our shift....thinking about applying for a job in the IT division.>>

ARACHNID420: <<Good luck with that...you need at least below a 200 on your AEAQ score to apply.  Last false alarm took me above that.>>
[OOC: AEAQ (Ares Employee Assessment Quantifier) in case you forget  ;).  Visteons VEAL score is an extension of this system.]

SUBZERO2053: <<Oh, I'll make that score real soon.  Just my Ares history and culture corp-class alone drops me 2 points.  Next term I'll take astral security II and with all the on the job training I got working here I'll ace that for sure.... be at 200 in 6 months.>>

ARACHNID420: <<School never was for me.  I'm gonna drop points the old fashioned way, bagging intruders>>

SUBZERO2053: <<Good luck with that.  I'm sick of living in this god damn facility, once I transfer out I'll buy myself a nice little house up in Everett.  I only got about 6 more months in me of babysitting pedophiles.>>

ARACHNID420: <<Word>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <08-23-12/1518:14>
Mercedes follows the guard into the room, closing the door most of the way behind her, leaving it open just enough for a body to slip through. She makes here way to the guard, who's already pulling off his tie. Without hesitation, she grabs his neck and pulls him down for a WARPed kiss. Not waiting to see if the kiss knocks him out, she then zaps him with the stun baton she got off the guard.


Con check to allay any suspicions about her coming up and kissing him (don't want him to pull away at the last minute): Con 5 + Imp Ability 1 + Kinesics 3 + Charisma 8 (17d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3666284/)
Spending a point of Edge to go first in Initiative/Get the jump on him.

Roll to hit him: Clubs 0 + Agility 4 - 1 Defaulting (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3666285/)
Spending second Edge to re-roll misses: Clubs 0 + Agility 4 - 1 Defaulting (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3666287/)

Even if he's still standing from the WARP, he'll have Stun damage and the -2 Disorientation to his rolls. Figure it's a typical Stun Baton dealing 6S(e) damage.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <08-23-12/1722:57>

Again not even worth rolling your Con test wins and he doesn't see it coming.  Since you're kissing him while you stun him and you spent major edge i'll say the con roll counts for him being totally unaware that he's gonna get stunned, so no defense test.  He's WARPed and now he's out of commision.

@Mercedes:
Only a second or two after you kiss the guard he begins to convulse slightly, his eyes wide with horror as if looking at a terrible hallucination.  Once you zap him he just slumps over onto you and you set him down on the nearest desk. 

The other guard is still outside the room waiting.


Edge: BB 0/3, Cynthia 1/3, Mercedes 0/2
Ammo: Cynthia-4/4 (1 clip, 2 darts used), BB--25/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <08-23-12/2250:17>
<<@Team Shush: First guard is down. B.B., any alerts? Walks, think you can get in the room and we lure the other guard in?>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <08-24-12/0611:19>
<<@Team Shush: I can get anywhere you need me to. Give me a sec and I'll be there.

Walks Through Walls will move around the perimeter and sneak back to the room Mercedes took the guard into.

(OOC Agility 6 + infiltration 2 + specialization 2=10d6:
10d6.hits(5) → [6,5,6,2,5,2,3,3,4,3] = (4)  )

As Walks moves back through the room she watches the remaining guard for any signs that he is about to sound the alert or is aware of her presence.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Kontact on <08-29-12/0119:42>
<<@Team Shush: No silent alerts, but the boys upstairs are getting quite suspicious.  I advise Walks moves ahead to deal with them while Mercedes cleans our exit.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <08-29-12/0800:05>
Mercedes will wait until Walks is in the room before trying to trap the other guard in the room.

<<@Team Shush: Okay, watch for alerts, as soon as we're ready here, I'm going to try and get the guard into the room to take him out. If they are suspicious already, the spiders might start setting off alarms when it happens.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-01-12/1358:01>
@Mercedes&Walks:
The 2nd guard's perception check: 5d6.hits(5)=0 (http://invisiblecastle.com/roller/view/3678754/).  Oooh...critical glitch.  We'll just say you bag him just like the first guard.


@Mercedes&Walks:

You wait in the room in silence.  After about 10 minutes you hear the other guard start to move into the room probably to see what's going on.  As soon as his he enters a taser to the back of the neck puts the lights out with not even whisper. 

Edge: BB 0/3, Cynthia 1/3, Mercedes 0/2
Ammo: Cynthia-4/4 (1 clip, 2 darts used), BB--25/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-01-12/1711:47>
<<@Team Shush: "OK we are clear. We're going forward if we loose contact we'll get back in touch as soon as possible. Where are the spiders we're going after them now."

Walks Through Walls turns to Mercedes and says, "We are running out of time. I'm making you invisible so we can sneak through faster. We can't stop and take out each set of guards. Sooner or later we will run out of luck. We have to take out the spiders as a first priority so they don't sound an alert. If things get hairy I'll probably drop the spell because I'll need to concentrate on other things so be prepared."

Without waiting for a reply Walks Through Walls casts improved invisibility on Mercedes.
(OOC casting it at force 4. spellcasting 4+magic2+ speciailization2+mentor bonus2=10d6:
10d6.hits(5) → [1,6,6,3,5,2,3,1,1,6] = (4)
Invisibility on Mercedes spellcasting roll (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3678961/)
Now for drain: 4/2+1=3DV wil 4 + chr5=9d6:
9d6.hits(5) → [6,1,3,1,6,2,3,3,2] = (2)
So 1 box of stun right? because it is under my total magic or is it only the mage part that counts for this calculation I forget your ruling on it. 1 box of whichever one it is)

She Who Walks Through Walls concentrates on the light and how it moves around Mercedes calling on her mentor to help her Walks call up the mana and starts bending the light around Mercedes. As she completes the spell you feels a dizziness wash over her and gritting her teeth she prepares to move on.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-12-12/1511:01>
Sorry, lost track of where we were on this.

Mercedes leaves the room, sticking close to the walls even with the invisibility in place. She makes her way down the hallway towards the cell block on the map, trying to keep calm and steady.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-13-12/1826:29>
She Who Walks Through Walls using her chameleon suit stays along the walls with her infiltration and moves back down the hallway hoping they can get to the security hackers before they decide to sound an alarm.

(OOC agility 6 + infiltration2+specialization(urban)2-sustaining2=8d6:
8d6.hits(5) → [4,2,2,2,1,3,5,4] = (1) )
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-14-12/1300:09>
@Walks:
@Walks: You beat the object resistance threshold for cameras, so Mercedes is invis.  Now i'll roll to see if they see your chameleon suit again.  Sensor 5 + Percep 4 + Chameleon -4 = (5d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3694876/).  The managed to see you.  I'll let you decide if you want to use your last point of Edge to try and reroll. 

First goes Mercedes sliding along the wall and you can feel the strong web of mana bending the light around her and you doubt any camera could get a glimpse of her.  You then follow suit and start making it back towards the Central Control Center stepping ever so carefully to not light the light of the hall reveal your glassy contours.


Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <09-14-12/1803:06>
Walks Through Walls will use her last point of edge. So 7 failures so 7d6:
7d6.hits(5) → [3,5,3,5,6,4,2] = (3)
(Well at least it got us through this part.)
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <09-30-12/1810:12>
Both Mercedes and Walks manage to make their way to the sallyport elevator and slip inside the open door.  BB can see that the two spiders haven't noticed a thing and breathes a sigh of relief. 

@Mercedes & Walks:
You both see a panel numbered 0-20 and you are currently on floor 1.  Along with these buttons are a "open" and "close" button.  The door to the elevator which BB opened remains open but you're intuition tells you that keeping it open too much longer could rouse suspicion.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <09-30-12/2113:38>
Mercedes pushes the "close" button on the elevator, then presses the button for the 20th floor.

<<Team Slush: B.B., watch the spiders and let us know if they notice anything about our elevator ride. And, if you can find out if there are any guards on Marcus' floor.>>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-01-12/0815:29>
12:45 AM, June 22nd, 2072
@Mercedes&Walks:

You feel pulled to the floor as the elevator accelerates upwards.  In only about 3 seconds you reach the twentieth floor and the elevator halts.  There are four exits to the elevator and all four sliding doors are closed.  The one you just came from behind you is now AR labelled "Helopad", the one to the right is labelled "male cellblock 20A", the one to the left "female cellblock 20B", and the one right in front of you is labelled "Control Center".  The buttons for each of these doors do not seem to be highlighted indicating that you not broadcasting any security clearance to open them.

@Woofer:
Almost as if you were waiting for it, you hear the almost inaudible hiss of the sallyport elevator reaching your floor which you have heard many times before when someone is accessing your floor from another level.  Maybe it's just a guard changing shifts with someone, but they seem to prefer using another elevator and tend to use the sallyport when transferring prisoners.  As the sallyport doors strangely continue shut, a sort of anxious anticipation begins to wash over you and you turn over onto your side, ready for anything....

@BB

Computer 5 + Analyze 6 + distracted -3 (2) = (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3717158/).  The spiders fail to notice the elevator movement.

You've been sitting pretty inside the Control Center node when you get the Team Shush burst from Mercedes indicating that they're moving up the elevator.  You look on the VR displays and it shows quite clearly that the elevator is moving up but ARACHNID420 seems a to be very focused on combing the entrance cam archives and cross referencing that with a matrix-wide datasearch to try and ID the kid and the elven lady.  You chuckle to yourself at how long it's taking him with the satisfaction that your disguises are holding up against his analysis despite your WANTED status.  SUBZERO2053 is immersed in the software updates he's installing. 

You quickly glance over at the reception cams and smile as you see your well programmed illusion seems to be holding up showing the receptionist busy filling out AR forms and the reception guards bored out of their mind.  Twenty minutes has gone by since you took down the first guard in the bathroom and you know you can't keep up the rouse for much longer. 

You see the elevator has stopped on the twentieth floor and you start thinking of what to do.  Clearly displayed on one of the infinite VR view screens are two guards, one in the male sector and another in the female sector in a separate guard room.  Other floors show the guards in similar locations except that the sub-Control Centers underneath the main Control Center on the 20th floor are each manned by two guards instead of two security spiders.  With 20 floors, that makes 78 conscious guards in the whole facility that you can count.  You don't know about the bulwarks though, there could be more housed in there.  Neither can you obtain info on the Awakened containment sector of the facility. 
(https://dl.dropbox.com/u/66568711/SR%20shares/Otherfloors_RRII_2.jpg)

Edge: BB 0/3, Cynthia 0/3, Mercedes 0/2, Woofer 3/3
Ammo: Cynthia-4/4 (1 clip, 2 darts used), BB--25/50
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <10-01-12/1056:26>
<<@ Team Shush: "I think we need to take out the control center first or do we just want to go into the cellblock?"

Walks Through Walls knows that either way it might well come down to her ability to defeat the maglocks so she starts getting her maglock passkey and electronics equipment out while keeping her taser handy.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: FastJack on <10-01-12/1443:48>
<<@Team Shush: "Getting the CC first would make sure we have our escape route covered. According to B.B.'s info, there's just two of them.">>
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <10-01-12/2016:46>
She Who Walks Through Walls moves over to the door to the control center. She pauses and then says, over the team shush "If you can still hear me we are ready at the door."
She will wait with her taser ready. As she's waiting she will look at what type of  maglock is on the door.
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-02-12/0940:47>
@Walks:
You don't see any maglocks on the doors and they appear to be completely controlled by internal electronic command.
You could perhaps get them open through some amazing feat of engineering and I'd make it an Industrial Engineering + Logic (4) or Hardware + Logic (5) test. 
Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: Walks Through Walls on <10-02-12/2301:19>
She Who Walks Through Walls looks around trying to figure out how they might be able to open the doors, or where a weak point might be. Using her knowledge of physical security systems she tries to think of a way through the door into the security room, or if there is anywhere she can use one of the thermite burning bars she has on her to breach the door.

(OOC skill 2 + logic 3= 5 dice
5d6.hits(5) → [6,1,3,4,3] = (1))

Title: Re: Road to Redmond II -- Blood alone moves the wheels
Post by: inca1980 on <10-08-12/1439:01>
@Walks:

You don't really know what to expect with the security systems in a prison since you've mostly done runs against corporate facility, but you have the feeling that the door can only be opened electronically with proper authorization.  BB could definitely do it from the Control Center.  The only way you could conceive of using brute force with a thermite burn is by burning a piece off of the wall of the elevator to get access to the physical gears and hydraulics of the elevator door.  This would however require a good decent knowledge of mechanics and electronics. 

@Walks:  A thermite bar would easily but very conspicuously burn into the innerworkings of the elevator.  I would require an industrial mechanics (4) roll to be able to know where to place the thermite and how to open the door.