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[IC] Road to Redmond -- Finished

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Kontact

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« Reply #540 on: <03-02-11/2351:45> »
[OOC: Disguise roll:  10d6.hits(5) → [5,3,3,4,3,1,4,1,1,5] = (2)  He really sucks at disguise apparently...  Maybe opfor won't spot the grenades..

Cynthia's burst announcing the commencement of hostilities hit Brian's com like the word "GO."  He immediately started chugging around to the front of the building.  Reaching the front doors, he ducked to the side and placed three of the Flash Bang grenades from his satchel on the ground by the door.  A few quick taps set them ready for wireless detonation and his now-discarded poncho covered them up adequately.  He subscribed each one to his link, checked his SMG to make sure it was loaded with Stick-n-Shock and, gun at the ready, he tried the front door.

inca1980

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« Reply #541 on: <03-03-11/0526:33> »
@Cynthia:
[OOC: Y2 goes on full D.  Y2's full D: Reaction 4 + Dodge 3= (7d6.hits(5)=4, 7d6.hits(5)=2, 7d6.hits(5)=4, 7d6.hits(5)=3).  Putting a -1 progressively on each one of those for previous dodges since last action, it's 4, 2, 3, 2.  He dodges them all.  Oh wait, but your Taser only holds 4 rounds, so the last two don't count. Y2's Init = (9d6.hits(5)=3)
 He used up his action for CT2 IP1, and he'll use Edge to get a 2nd IP so it's your turn.  You need a free to pop out the clip with smartlink and then a simple to pop in a new one. ]


After catching a bullet and shrugging off the pain, as fast as lightning you unload the last two rounds from your Yamaha Pulsar but the Yak crouches under them and they hit the wall.

CT2, IP1: Cynthia-13, Y2-13 (full D this IP)
Wounds: Cynthia {2P}


@B.B.:

The front door is locked. 
« Last Edit: <03-03-11/0529:10> by inca1980 »

Walks Through Walls

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« Reply #542 on: <03-03-11/0613:22> »
With my remaining simple action I will fire.
my shot 7D6 roll: 7d6.hits(5) → [5,1,3,2,5,1,2] = (2)
BBCode
    7d6.hits(5)=2

O.O.C. since you have me listed before him I assume I will act first in the second pass so here are my two shots for that.
shot #1 7D6: 7d6.hits(5) → [1,3,5,2,6,1,5] = (3)
BBCode
    7d6.hits(5)=3
shot #2 6D6: 6d6.hits(5) → [4,3,6,2,2,6] = (2)
BBCode
    6d6.hits(5)=2

Hopefully I have hit him at least once at this point.

"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

inca1980

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« Reply #543 on: <03-03-11/1206:55> »
@Cynthia:

[OOC: Y2's Full Defense: (5d6.hits(5)=0, 5d6.hits(5)=2, 5d6.hits(5)=1).  Again that's a progressive -1 since these are all defenses since his last action, so the hits are actually 0, 1, 1. 
    Y2's damage resist: (3d6.hits(5)=1, 3d6.hits(5)=1, 3d6.hits(5)=3).  First shot does 7S, next does 7S, and he's out.  I'll let you keep that last round, so you have 2 left in taser clip.]


The Yak grossly underestimated your magically enhanced speed and despite his quick maneuvering eventually 2 darts from your flurry of taser shots catch him in the arm and the shoulder sending him to the ground and as he slips into unconsciousness he utters in Japanese, "Dosteeee....".  You breathe a sigh of relief that those last 6 seconds finally went in your favor and just as you're looking down at the flesh wound on your shoulder where the bullet cut through the carbon-fiber shielding on your chameleon suit, you hear the upstairs door open. 

@B.B.:

Looks like a Maglock that's so old it's purely hardwired since you haven't found any node for it.  Funny how the older stuff sometimes can be more secure than the newer stuff.  It's the age-old correllation between user-friendly and intruder-friendly. 

Spiderman watches you from across the street as he rolls himself a blunt, no expression on his face.  You can tell he's quite used to doing long hours as a look-out boy.  He does seem to get a little bored eventually you can tell from the blurry AR screen of a small game app pop up as he just stares at it controlling it with simsense.

Walks Through Walls

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« Reply #544 on: <03-03-11/1805:28> »
I move back to where the beads into the other room are, and put my back to the wall just to the left of the doorway. Taking a calming breath I take a one knee shooters stance, and aim at the bottom of the stairwell.

Sub vocally, "Two guards down, but I have someone else coming down the stairs." I clear my mind ready to show the person coming why stealth beats out brawn once they show themselves.

"What is my exit strategy if there are two or more of them?" I think to myself as the tenths of a second seem to drag by in my heightened state of awareness with my sustained spell
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

Kontact

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« Reply #545 on: <03-03-11/1810:38> »
[OOC: dismantling the maglock Logic 7 +1 skill +3 NAN +1 PuSHeD =
12d6.hits(5) → [3,5,2,6,3,1,3,1,3,6,3,5] = (4) should be good for a Rating 2 maglock
11d6.hits(5) → [4,1,2,4,4,3,5,5,2,1,4] = (2) Rating 3
10d6.hits(5) → [1,1,5,5,2,3,6,1,1,6] = (4) Rating 5, and a single 1 away from a glitch...
A roll in case there's an anti-tamper system 12d6.hits(5) → [2,2,4,2,4,1,6,4,2,2,3,5] = (2)  I'd like to use edge if the anti-tamper exists and is 3 or more. 10d6.hits(5) → [5,1,1,2,6,6,3,3,5,5] = (5) guh.  Where was that the first time?
OKAY IT'S OPEN NOW (hopefully)
Now rewiring it.  Same biz as above.
12d6.hits(5) → [1,4,2,2,2,5,1,5,4,2,1,3] = (2) rating 1
]11d6.hits(5) → [4,4,3,6,3,1,5,2,3,1,2] = (2) rating 2 (hurr)
10d6.hits(5) → [6,6,2,3,4,1,4,2,3,3] = (2) rating 3 (i think i can i think i can)
9d6.hits(5) → [3,6,6,4,1,1,1,6,5] = (4) rating 5 (choo choo!)
Figure I'll stop at 5 on each.  If the standalone is rating 6 I can roll again.  Rating 1 maglock would take 6 seconds; Rating 2; 9 seconds;  Rating 3 15 seconds; Rating 4 or 5 would take 21 seconds.]

Still gacked out of his head on the Betameth, Brian was having a hard time keeping himself from bouncing as he worked.  He dropped the SMG to hang from its carry sling and started cracking out the tools from his coveralls.  His knuckles were white, and his hands shook a little as he worked, but, bit by bit, he took the front door lock apart.

"And the red wire's connected to the... blue wire.  And the green wire's connected to the.. capacitor.  And the relay circuit's connected to the.. 20 ohm resistor.  Oh, hear the word of the Lord!"
« Last Edit: <03-03-11/1815:29> by Kontact »

inca1980

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« Reply #546 on: <03-03-11/1836:26> »
@B.B.:

You finally twist off the last stripped wire and a whirr of numbers from the small digital display in the wall reads out <<unlocked>>

Kontact

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« Reply #547 on: <03-04-11/0533:45> »
With the door now unlocked, Brian wedged his foot in the open crack, readied his weapon and kicked on his radar's overlay.  A quick glance through the wall and he slipped inside.

"Hello, meine new dispatcher says there eez somezing wrong mit deine cable?"

inca1980

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« Reply #548 on: <03-05-11/1856:45> »
@B.B.:

You don't see anyone on the other side of the front door except the closing of a door under the right side of the  staircase.  You move in and close the door behind you, the only sound is the creaking of someone moving down some steps under the stairwell. 

@Cynthia:
You hear someone very heavy begin descending the steps. 

[OOC: Madame's Perception 3 + Int 4+Cynthia's Chameleon suit -4(2)= (3d6.hits(5)=3)Cynthia's Infiltration 10 + Sustaining -2= (8d6.hits(5)=5).  Roll surprise with a +6 and initiative, remember to include sustaining penalty in your initiative score for both rolls. 
    Madame's Init 7= (7d6.hits(5)=4, 7d6.hits(5)=2).  Madame's Surprise score is 4 and her init score is 9.]
« Last Edit: <03-05-11/1901:12> by inca1980 »

Walks Through Walls

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« Reply #549 on: <03-05-11/1927:57> »
"Something big this way comes. No matter the bigger they are the harder they fall." She Who Walks Through Walls thinks as she gets ready to ambush the figure as it emerges from the stairway.

Surprise roll: Initiative w/ spell 10d6, +6 surprise,-2 sustaining penalty=14d6: 14d6.hits(5) → [6,1,5,5,1,2,6,2,1,2,2,3,6,4] = (5)
BBCode
    14d6.hits(5)=5
Now for initiative: 10d6, -2 for sustaining 8d6: 8d6.hits(5) → [5,5,2,5,5,3,6,1] = (5) for an initiative of 15
BBCode
    8d6.hits(5)=5

Upon seeing the troll madam She Who Walks Through Walls raises her taser and fires twice.

roll #1 9d6, +2 for smartlink (I forgot this on the first fight uggh), -2 for sustaining= 9d6: 9d6.hits(5) → [5,5,4,5,5,6,6,4,4] = (6)
BBCode
    9d6.hits(5)=6
roll #2 -1 for second shot for 8d6: 8d6.hits(5) → [3,2,1,4,6,1,1,5] = (2)
BBCode
    8d6.hits(5)=2

"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

inca1980

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« Reply #550 on: <03-07-11/0832:22> »
[OOC: Madame's damage resist: Body 7+1 natural (8d6.hits(5)=3).  First shot does 3S.  Electricity resist: Body 7 + Will 5 +1 natural armor (3) (13d6.hits(5)=5). Madame's damage resist: Body 7+1 natural (8d6.hits(5)=2).  Second does 4S. Electricity resist: Body 7 + Will 5 +1 natural armor (3) (13d6.hits(5)=3).  She delays her action until the 2nd IP which is now starting.  You don't have ruthenium coating modification for your Taser, so that's in plain sight and she's facing you head on so once she gets hit with the two rounds she definitely sees you.

She charges with a free action (12m/IP).  Madame's subduing attack: Agil 3 + Unarmed 3 + reach 1 + charge 2= (9d6.hits(5)=3).  I also forgot -2 for wounds,...shoot also forgot disorientation, so that's another -2  and that knocks off another hit, so that's only 1 hit off a DP of 4.  Using edge to reroll misses: Edge reroll: (6d6.hits(5)=4).  That should only be 4 dice, so we strike the last two rolls, and that's still 4 hits.  So a total of 5 hits.  Roll your defense.  If you don't dodge successfully then you're restrained but take no damage this turn.   
]


As soon as the Madame rounds the corner you let off two quick rounds from your taser which thud against her kimono and she let's out a lion's roar as the current courses through her body.  To your amazement, as the charges in the darts gets spent you see that she's still standing there, her chest heaving heavily.  She shakes her head vigorously to un-cloud her mind causing her nicely kept bun to fall apart as the two sticks which keep it in place fly out and before you know it her looming figure is lunging at you at a speed that defies her former daintiness.  As you see the kimono flutter around her ample form and the tusked snarl on her painted face grow larger and larger as she barrels closer and closer, you wonder to yourself, what is it with you and angry trolls?? 
« Last Edit: <03-07-11/1122:43> by inca1980 »

Walks Through Walls

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« Reply #551 on: <03-07-11/1911:13> »
As she sees the madam charge She Who Walks Through Walls goes to full defense and starts tumbling maneuvers to try and keep out of her grasp.

O.O.C. Full Dodge roll (using my other point of edge) reaction 3, +4 gymnastics (tumbling), +4 gymnastics(tumbling)(twice since a full dodge), +2edge, -2 sustaining spell= 9 dice 9d6.hits(5) → [4,2,4,1,2,6,5,5,5] = (4)
rerolling the one 6 1d6.hits(5) → [5] = (1)

As she starts tumbling away Cynthia thinks, "Why do I always piss off the troll? No not the dwarf, not even the elf, but the troll."
"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

Kontact

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« Reply #552 on: <03-08-11/0042:48> »
[OOC: Sprint check.  Str 3 +1 skill +3 synthcardium = 7d6.hits(5) → [6,5,5,2,3,4,2] = (3)  Should help him cover 26m/CT  BTW, can I see what's going on in the basement with the UWB?]

At the sound of the bellow from below, Brian started for the stairs, full sprint, not sure yet whether he should cover for responders coming down the stairs or head down to check on Cynthia.
« Last Edit: <03-08-11/0103:06> by Kontact »

inca1980

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« Reply #553 on: <03-08-11/1539:17> »
@Cynthia:

Snapping with your lightning fast reflexes you duck under the Madame and her grab closes around empty air which angers her even more. 

[OOC: you have 2 more IP's of action phases and she can't act until her next turn.]

@B.B.:
You hear the roar comming from the basement door and you sprint towards it opening it up. 

[OOC: you're now at the top of the stairs so roll initiative and if you engage also roll surprise for that IP.]

CT1, IP3: Cynthia-15, Madame-7[
Wounds: Cynthia {2P}, Madame{3S, 4S}


Walks Through Walls

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« Reply #554 on: <03-08-11/2109:48> »
I use the smartlink to eject the empty clip, and and insert my last one. Hearing the door creek open again I think, "One clip left then its to real guns, and they just keep coming. What is this grand central station?"

I shoot with my remaining action agility 6, pistols 1, taser specialization +2, smartlink +2, sustaining spell -2 for 9d6:
9d6.hits(5) → [2,4,4,6,4,4,2,4,5] = (2)

Then if she is still moving (which I suspect she will be) on the 4th pass I fire for my first action, die pool as above
9d6.hits(5) → [6,3,2,3,6,4,6,2,5] = (4)

For my free action I am going to sub vocally speak over the team link, "Guys, I need some help in the basement asap. I'm out of taser rounds and the madam is down here trying to bear hug me, and someone else is about to come down the stairs."

Then I will fire again with my taser agility 6, pistols 1, taser specialization +2, sustaining spell -1, and recoil -1 for 8d6:
8d6.hits(5) → [1,4,3,6,3,1,5,5] = (3)

My initiative roll: 7d6, +3 for increased reflexes, -2 for sustained spell for 8d6: 8d6.hits(5) → [3,2,2,5,5,4,4,1] = (2)
so add that to my modified initiative of 10 for a total of 12 for initiative

"Walking through walls isn't tough..... if you know where the doors are."
"It's not being seen that is the trick."

Walks Through Walls

 

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