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Wetwork, Inc. [OOC]

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Bewilderbeast

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« Reply #75 on: <05-06-16/2322:09> »
Totally leaving it up to Fenris as to whether or not he wants to enter now that he knows that specific room is occupied.

In order to consolidate everything in one place, I'm assuming that Robin gets there pretty quick, while Hawkeye and Hernandez get there at relatively the same time the next morning.

To give you guys a rough timeline, your meeting with the Johnson wrapped up around 4 PM Friday. I'm guessing it's getting close to sunset around the time Fenris and Kynos are snooping around. We can have Hawkeye and Hernandez show up the next morning,  Although Hawkeye could probably get there much sooner if she wanted due to her sleep regulator.
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Irn0rchid

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« Reply #76 on: <05-06-16/2325:34> »
Hawkeye is going to wake up 3 hours after going to sleep, so 8ish I guess, and wait to hear word from the eager beavers as to the state of the site.

Herr Brackhaus

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« Reply #77 on: <05-07-16/0025:13> »
Just to clarify; does the south entrance open to an office with no indication of any paths further into the structure? If so, climbing the wall it is, pausing at windows that aren't boarded up to sneak a peak with the endoscope.

Would Fenris know on which floor the vantage point to the target building is? I might risk going into the occupied office if it's on the second floor, but if it's on the third I'll climb the exterior instead and use the roof as my vantage point.

Bewilderbeast

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« Reply #78 on: <05-07-16/0056:53> »
Fenris can obviously see a hallway leading further into the building. She's positioned in the armchair so that she can see down the hallway. The door you're peeping through is to her right. It's kind of in her peripheral vision, but she doesn't appear to have noticed you. She also seems to have come from another room that would be to the left of the door you're scoping through.

You won't really know what a good vantage point is until you get there. It's not like it's a specific place. Your target building is across the street and two stories tall with a big window facing the street. Either a window on the second floor, the third floor or the roof could potentially offer a really good line of sight to the target building and the area around it. Any individual spot you pick will have its own advantages and disadvantages... one might be easier to hide in and have more cover, one might let you see into the first floor better but offer a worse angle on the second.

I'm trying to map this out in my head, but I'll admit I was pretty bad at physics in high school. Standing on the roof of a taller building might be too high. I'd say your best bet using common sense would be a window on the third floor? Higher or lower would be serviceable, though.
« Last Edit: <05-07-16/0103:22> by Bewilderbeast »
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Herr Brackhaus

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« Reply #79 on: <05-07-16/0923:16> »
Awesome, thanks. Roof it is, as I don't want to risk the op this early by sneaking past a well-armed dwarf only to have to have Hawkeye repeat the exercise.

I'll pause at each window that isn't boarded up on the second and third floors, then make my way to the roof. If the roof is too high to provide a view into the second floor of the opposite building (it probably is, depending on the distance between the two), I'll want to see if I can make an entry on the third floor and make my way towards the north side.

Let me know if you need any additional sneaking tests for entering the building, if that's even possible from any of the third floor windows. Before entering, he'll take another minute to observe the room he thinks offers the best possible way in. If all of the rooms are occupied in some way, he'll concede and stay on the roof for now.
« Last Edit: <05-07-16/0947:50> by Herr Brackhaus »

Bewilderbeast

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« Reply #80 on: <05-07-16/1301:08> »
Climbing into the window of the room you scope out is trivial for Fenris, no roll necessary. This floor has a long hallway running east and west, with eight rooms branching off that hallway.
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Herr Brackhaus

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« Reply #81 on: <05-07-16/1324:40> »
Sweet. Assuming the door to the room I'm currently unlocked, I'll move across the hallway and quickly check each room and move into the one that seems the least lived in. If the door is locked, I'll work my magic on it then set up to observe the building across the road. If none of the rooms are unoccupied, back to the roof it is.

If anyone spots me at some point I'll charge and Nerve Strike them. Fingers crossed that doesn't happen (yet, anyway).

Herr Brackhaus

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« Reply #82 on: <05-08-16/2250:04> »
Fenris will observe the target structure until an hour before dawn, or until someone else has other ideas.

At that point, he'll investigate using the fire escape as a possible means of entry and exit. With his knowledge of security design, I suppose he'd be able to tell if it was hooked up to some sort of alarm.

Bewilderbeast

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« Reply #83 on: <05-09-16/1533:47> »
Nothing spectacularly interesting happens as Fenris observes the target until sundown. From that room he can get a clear view of the second story window (it would be a veritable shooting gallery if it weren't for the cheap plastic blinds they have drawn). He can't really see anything inside, but it certainly looks like Hawkeye could shoot into there. It also gives a nice view of the surrounding area, and you can see into about the front third of the first floor (the part facing the street) before the angle becomes too steep.

To scope out the fire escape, give me some Sneaking or Etiquette (your choice) checks and a Perception.
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Irn0rchid

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« Reply #84 on: <05-09-16/1536:54> »
Let me know once the Fenris timeline reaches 8pm. Assume that's shortly after sundown.

Herr Brackhaus

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« Reply #85 on: <05-09-16/1541:04> »
Sneaking around: Sneaking 5 + Urban 2 + Agility 7 + Catlike 2 [Physical 8 (10)]: 16d6t5 5 [1, 2, 4, 2, 4, 5, 2, 6, 2, 5, 2, 3, 2, 5, 5, 2]

Scoping out the fire escape: Perception 5 + Visual 2 + Intuition 5 + Specifically Looking 3 [Mental 6]: 15d6t5 3 [1, 3, 3, 1, 6, 6, 5, 2, 2, 1, 1, 4, 3, 1, 2]

Knowledge test on security design for the target building and/or fire escape:
Security Design (Physical) 1 (+2) + Intuition 5 [Mental 6]: 8d6t5 1 [4, 1, 2, 1, 4, 3, 6, 3]

Bewilderbeast

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« Reply #86 on: <05-09-16/1605:16> »
Herr Brackhaus: Leaving the tenement undetected is trivially easy for you, and when you approach the ruined department store nobody seems to react to your presence. You get about twenty feet away from the western wall and get a good look at the fire-escape. It looks like the ladder, which would normally be on the southwestern corner, has been torn off. It looks like either an impossibly strong person tore it away, or a vehicle hit it or something. Or perhaps an explosion. Either way, the metal is badly twisted and jagged. A remnant of the ladder still dangles from the southern portion of the fire escape, but it's twelve feet off the ground. You'd need a boost or a mighty jump to catch it. You could climb the western wall again, but it's made of smoother material (sheer plasticrete) than the tenement and harder to climb, and you're more likely to be seen (you'd be visible from the street doing so).

Your Perception check is good enough to tell you two other things: whatever damaged the fire escape also pulled it loose from it moorings on the southern edge. It's almost imperceptible, but Fenris can see the fire escape gently "swinging" and rattling against the building in the breeze, as it's only attached by its northern pegs. It would require exceptional balance to climb up onto the escape and prevent it from swinging and rattling wildly, causing a racket. It's also possible that too much weight would cause it to collapse entirely.

The other important thing Fenris notices is a security camera above the fire escape, set between the two windows. It seems like it has a limited view of the street and the western side of the building, and a very good view of the fire escape itself. Fenris doesn't have any significant security insights about the fire escape, though the presence of the camera suggests whoever designed this place knew it was a security risk.

Irn0rchid: You can go ahead and consider it about 8 PM; by the time Fenris is done sneaking up to and away from the western edge of the department store, it'd be about 8. Earlier you had a Security Design / Knowledge check with 4 hits, right? Now that she can see the target for herself, she comes to the following conclusions:

-This place used to be a department store, meaning it probably had some security cameras, maybe an on-duty security person, and probably some type of threat response team. It's Redmond, so probably not KE or Lone Star, but somebody. That was when it was an active business, of course. Now that it's a ruin, you probably only have to worry about surviving security cameras. You wouldn't be surprised if one or two doors were reinforced, and it might have an old safe somewhere for credstick transactions, but that's about it. Commercial stores in general are pretty soft targets, tending to rely on light security and fast response times from law enforcement. This place might be a little more self-sufficient since it's out in the Barrens... knowing when this thing was built would be pretty illuminating.

-Of course, this isn't quite a normal department store. It's a bombed out ruin of a department store that has had squatters and gangers sitting on it, which gives it all a sort of "wild card" edge. Security systems you might expect to be there, like simple locks and cameras, might be damaged or ripped out by looters. On the other hand, you might run into jury-rigged traps you wouldn't expect. Tough to say.

-One thing you know for sure is that Red Wormz are gangers, who like to travel light. They probably haven't done any sort of serious fortification; that's not their style. Fortification costs nuyen and leaves behind evidence. You'd expect security counter-measures to include informal patrols and light traps and alarms that can be easily cleaned up, hidden or re-purposed in case of a KE raid. Those would be her best guesses, anyway.

Feel free to incorporate any or all of these insights into your next IC post, and go ahead and assume it's 8PM or getting there at this point. Nothing specatcularly interesting happens to Kynos and Fenris in the interim, unless they decide to start shooting or whatever.
« Last Edit: <05-09-16/1607:08> by Bewilderbeast »
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Herr Brackhaus

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« Reply #87 on: <05-09-16/1630:23> »
Ah, minor point of clarification; Fenris would observe the former department store until an hour before dawn, not dusk. This would primarily be to get an idea of patrol patterns, if any, something the Intel provided by he Johnson didn't cover at all, That is, unless anyone had other plans and alerted Fenris to them. So the fire escape inspection wouldn't take place until early morning before sunup, not sundown.

Also, I thought the fire escape was on the tenement building as per the IC post, putting 8 rooms on the third floor along with a fire escape.

ETA
Here's the part I was thinking of:
The final apartment on the north side, the one far to the east and closest to the fire door by the stairwell is marked 312.
« Last Edit: <05-09-16/1634:54> by Herr Brackhaus »

Bewilderbeast

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« Reply #88 on: <05-09-16/1633:56> »
No, there's no fire escape on the tenement building. Fire escape is on the department store / target building. If I at any point mentioned a fire escape on the tenement, that was an error.

And, in a vain hope to maybe get you all together in the same scene / timeline again, I'll just say that provided Fenris and Kynos only do what they're doing (quietly staking out the target building), then your Sneaking rolls are good enough to keep you out of any trouble. Nothing spectacularly interesting is going to happen between now and dawn. Hawkeye, Robin and Hernandez are basically free to enter the scene.
« Last Edit: <05-09-16/1636:05> by Bewilderbeast »
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Herr Brackhaus

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« Reply #89 on: <05-09-16/1637:11> »
All good; I read fire door and assumed there was a fire escape on the tenement building as well.

Let's just assume that Fenris scouts the department store before dawn, after observing the target building for a good 8 to 10 hours and let the others catch up. I'll give some more detail on what he passes along to the others in character.

 

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