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[IC] For the Long Run

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TheDarkMessiah

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« Reply #120 on: <03-27-14/0452:07> »
Magpie's house was quaint and suburban, it had plants and vegetables growing in a little patch in the garden and it even had a bit of moss growing on the roof. It was part of a commune in Bellvue, made of people -primarily natives, but some Anglos and others- who wanted to go back to nature. In short, it didn't really look like the sort of place a Shaman of Raven or a Shadowrunner would live.

Inside, the house had a number of tribal art around the place and his own Shamanic Lodge, which Magpie kept locked. The only real downsides were that the neighbors could be pretty nosy and the commune was pretty much off of the grid - both Matrix and power.

Seeing as it was extremely late, Magpie decided to put his plan to get in contact with his daughter on hold until tomorrow. He hoped he got the time.
« Last Edit: <03-27-14/0617:24> by TheDarkMessiah »
“Fearlessness is better than a faint heart for any man who sticks his nose out-of-doors. The length of my life and the day of my death were fated long ago.”

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cr4kp0t

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« Reply #121 on: <03-27-14/1315:56> »
When the Shark arrives at the clinic Alexander passes him on his disposable commlinks: His disposable commlinks are always slaved to his main runner commlink his Hermes Ikon, running an encrypted channel they rejected any communication that doesn't come his commlink.
I know the J doesn't want much contact and to be honest that suits me too, but I still don;t want to trust my freedom to someone else's comms,
Besides if she wants no contact it would help if she has a deniable link, the fact that she doesn't just shows how green she is but then you knew that already didn't you?
I was hoping you could casually slip her it at the funeral... well i was hoping to do it tonight but that isn't going to happen now.
I'll be up early and see what I can dig up further.

After passing the link over to Shark he let him out before settling in for a quiet night in his meager dwelling, the bed was barely solid anymore and creaked whenever you moved but it was comfy and warm and that was all that mattered right now. Not the peeling moldy wallpaper not the damaged view screens and definitely not the cold tiled surgery downstairs with a corpse int eh freezer....
Damn nearly forgot about the corpse downstairs better set a reminder to open up late...

As the buzzer screams at his ears Alexander is woken from his sleep....half asleep the message come through kind of garbled or least at first then, he hers its before thinking to himself the same thing every doctor thinks at some point in their career...
Got damned it, why can't those fragging druggies just leave me alone.!
Throwing his greatcoat on over his grubby shirt and trackie bottoms he heads downstairs.
As he comes out of the stairwell he immediately see's earl shaking the outer caged door through the reinforced plastic windows of the surgery door. His moaning and groaning, the desperate plea for meds  were just what he needed now, rubbing his eyes he headed to the door to find out what he wants.Why tonight? of all the bad timing... If this is linked to damned chip head I swear...
What do you want earl you know what time the surgery hours are?
We've discussed this and this just ain't cool bro.


Something felt off earl knew the rules and this was just a bit too unusual. reaching inside his greatcoat he readied his taser just in case. and had a good look around the area to make sure there were no surprises waiting for him.
[spoiler=Perception]
Attribute (INT) - 4
Skill - 3
7d6.hits(5)=4[/spoiler]
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HydroRaven

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« Reply #122 on: <03-27-14/1933:01> »
@Patch

You slightly open the door, not without the plasteel chain on, and you see Earl, standing in front of you, moaning and grunting. His act is pretty convincing, or at least you think it's an act, and he keeps on begging you to see him. "Come on doc, I think there's something wrong" says the man, extending his left hand forward. With the dim light you think you see a dark liquid covering his hand, almost crimson in colour, but you're not sure.

A look and you do notice Earl has a stiff right leg. For some reason, he seems to move around a lot but he's not moving his right leg. In the darkness, you can't be certain but you're quite sure you saw something move behind the car parked about 7 meters away from the entrance.
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cr4kp0t

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« Reply #123 on: <03-28-14/0249:43> »
With the crimson liquid covering his hand it looked bad especially if he iad lost movement in his leg. If he was treated quickly then it wouldn't be long before he was either paralysed or dead. All he needed now was a another body on iis doorstep.fragging hell, why tonigot earl ad for frag saee wiat have you gotten into and me for that matter seeing the movement behind the car Alexander still felt uneasy,it smelt like a trap.
Look Earl, I realy can't help you'll have to try the commity clnic.
Alexander felt wrong not helping as he should, but he needed to det a better read on eare before risking his life to whacever it is out there.
Earl did you come alone? as he says he peers out ol the door into the looming darkness trying to gauge Earl and see if he could see more om whats behind the car.
[spoiler=Dice Rolls]
Judge Intentions:
Attribute (INT) - 4
Attribute (CHA) - 4
8d6.hits(5)=2


Perception:
Attribute (INT) - 4
Skill - 3
Actively looking - +3
10d6.hits(5)=3
[/spoiler]
« Last Edit: <03-28-14/1244:40> by cr4kp0t »
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HydroRaven

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« Reply #124 on: <03-28-14/2003:59> »
@Patch

The human seems taken off guard for a moment and looks around, thinking of an answer. "No" starts the man, but quickly continues with "Of course I'm alone, doc. I need your help." He pleads for his case while you try to have a better peek of what might or might not be behind that car. You don't see much movement now and there doesn't seem to be anything out of place, but there is some sort of shadow you can see from underneath the car through occasional light reflections that is not sitting right with you. You have a bad feeling about this one.

As you're assessing the situation, Earl moves closer, begging you to have a look at him, dragging his leg along with him.
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cr4kp0t

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« Reply #125 on: <03-29-14/0526:07> »
with this feeling in his gut gnawing at him Alexander reluctantly proceeded to unchain the door, whether he liked it or not he was a healer at heart and he couldn't refuse a genuine plea for help, of course he wasn't a fool either. I may not like ti but I took the oath, an exciting night indeed., stalling for some time to prep he called out to Earl, Hold on there Earl and I'll get the gurney!
With this he closes the door and heads into the back of the clinic turning on the lights as he went.
Slipping out the side door he tried to move discretely round the side of the building to get a better look at the situation outside. this was all too close for Alexander but there wasn't time to sort out the drones as he would have preferred.

[spoiler=Dice Rolls]
Infiltration:
Attribute (AGI) - 2
Defaulting - (-1)
1d6.hits(5)=0

Perception:
Attribute (INT) - 4
Skill - 3
Actively looking - +3
10d6.hits(5)=7[/spoiler]
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HydroRaven

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« Reply #126 on: <03-29-14/0637:05> »
@Patch

As you slip outside and come out to the side of the building, you get a clear view of the entrance and of the situation: you see Earl waiting at the door, looking behind him in the direction of the car. Behind the car is a figure, crouched. Although you can't see the person's face, you can clearly see they are armed: a shotgun, most probably a street sweeper. From your vantage point you can also see Earl has a buldge behing his leg that goes the whole length of it. Whatever it is, that is what is making his leg stiff.

As you're looking from the side of the building, Earl, which was looking at the other character, spots you and screams "There he is!" before pointing in your direction.

Roll initiative
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cr4kp0t

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« Reply #127 on: <03-29-14/0649:06> »
[spoiler=Initiative Roll]
Attribute (REA) - 3(4)
Attribute (INT) - 4
Combat Paralysis - (-half)
4d6.hits(5)=1

1 hit + Initiative 8
Total: 9
[/spoiler]
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HydroRaven

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« Reply #128 on: <03-29-14/0714:33> »
OOC: Alright, so it's you first, then the other two.
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cr4kp0t

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« Reply #129 on: <03-29-14/0753:14> »
[spoiler=Pass 1]
Simple: Quick-draw, targeting the man at the back of the car with Taser
Quick-draw Test: TN (3)
Attribute (REA) - 4
Skill (Pistols) - 2(4)
8d6.hits(5)=4
Quick-draw successful!

Attach Roll:
Attribute (AGI) - 2
Skill (Pistols) - 2(4)
Modifiers (Laser Sight) - +1
(Presuming short range 0 - 5)
7d6.hits(5)=3

Second Simple: Take cover behind the corner
[/spoiler]

As Alexander hears Earl he see the trap un-fold before him, just in time he whips out his taser and gets a shot off at the man behind the car. before taking cover and preparing himself for the impending skirmish.
Frag, I hate it when this happens.
I swear if I live through this I need to move to a better hood
« Last Edit: <03-29-14/0811:19> by cr4kp0t »
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HydroRaven

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« Reply #130 on: <03-29-14/0911:40> »
@Patch

You fire your taser in the direction of the person crouching behind the car, hoping to land the first blow and take some sort of initiative in the fight. Your shot lands on the man, but ricochet on the ground next to him. He stands up from behind his cover and aims his weapon towards you, firing an instant later.

He shoots at you and gets 2 hits.

Earl, after the other assailant fires at you, puts his hand down his pants ( :o) and pulls out a piece of metallic tubing, which he holds with both his hands now.

OOC: After your proper rolls, go for your second pass.
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cr4kp0t

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« Reply #131 on: <03-29-14/1046:46> »
[spoiler=Defence Roll(s)]
Attribute(REA) - 3(4)
Modifiers:
- Moderate Cover - + 3 (AFB so modify if needed)
7d6.hits(5)=4

Dodged WOO-HOO!

[spoiler=OOC]
Seems the dice are with me tonight[/spoiler]
[/spoiler]

As his assailant levels the shotgun in his direction Alexander quickly sticks his head back into cover only to hear the shells slamming into the plascrete causing a spray of small shrapnel from his building.

[spoiler=Pass 2]
Composure Roll:
Attribute (WIL) - 3
Attribute (CHA) - 4
7d6.hits(5)=5

Simple: Fire Taser at first assailant
Attach Roll:
Attribute (AGI) - 2
Skill (Pistols) - 2(4)
Modifiers (Laser Sight) - +1
(Presuming short range 0 - 5)
7d6.hits(5)=4

Second Simple: Take cover behind the corner
[/spoiler]

Keeping his nerve he moves out form the corner once more to 'defend' himself firing again at his assailant. More sure this time with a steadied hand the adrenaline coursing through him calming his frayed nerves.
This better work or I'm going to end up a corpse here.
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HydroRaven

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« Reply #132 on: <03-30-14/0333:19> »
@Patch

Once you get into the rhythm, your shot is a lot steadier and actually connects with the assailant, shocking him. You can see him being hit from your taser, but he is still standing.

Next pass.
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cr4kp0t

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« Reply #133 on: <03-30-14/0544:51> »
[spoiler= OOC]You say next pass but I only have 2 passes so unless they have more passes that will be end of turn....

So do you want me do new initiative in which case here it is...


Attribute (REA) - 3(4)
Attribute (INT) - 4
Combat paralysis no longer applies after 1st turn
8d6.hits(5)=3 (phew nearly glitched there)
8 Base +3 hits =11

Initiative 11
[/spoiler]
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cr4kp0t

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« Reply #134 on: <03-30-14/0828:15> »
With a renewed vigour at seeing the success of his latest attack and nerves stalled by the adrenaline of the situation he continue to try and press his advantage.
[spoiler=Pass 1]
Simple action: Fire Taser at Earl
Attach Roll:
Attribute (AGI) - 2
Skill (Pistols) - 2(4)
Modifiers (Laser Sight) - +1
(Presuming short range 0 - 5)
7d6.hits(5)=3

Second Simple: Take Cover
[/spoiler]
With his first target now slightly tased he hoped it would be enough to support his changing tactics, Alexander moves from out from his cover briefly and moves his attention to Earl firing the 3rd of taser dart of the four he had, it seemed unlikely he'd get out of this without some more fight yet.All I need to do is convince them it's not worth chasing me when I run for it.
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