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Wetwork, Inc. [OOC]

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Bewilderbeast

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« Reply #90 on: <05-09-16/1639:25> »
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.
Ah. That's just the internal stairwell that of course exists in the tenement building, letting people move between the floors. It's in the northeast corner of the building. It connects to the hallway, but is separated by a fire door. Think like a big, heavy "emergency exit" kind of door. Like this: http://regreenbangla.com/wp-content/uploads/2014/09/Fire-Door.jpeg
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Irn0rchid

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« Reply #91 on: <05-09-16/1641:43> »
Well Hawkeye is about to come up to the third floor room while it's dark, so you'll be free to continue on if you like. Of course, she's perfectly happy to wait. :)

Herr Brackhaus

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« Reply #92 on: <05-09-16/1646:18> »
Perfect. Hawkeye should get the Intel Fenris passed to Kynos about the entryway by wall to third floor south east room to north east room. Two pairs of eyes are better than one, and Fenris would definitely appreciate the overwatch when he makes his approach to the department store before dawn.

Still need some eyes on that second floor.

Oh, and Bewilderbeast; the south and east wall of the department store is partially missing, right? Does it look like whatever damaged the wall was related to what damaged the fire escape?

Also, are all walls of the department store equally difficult to climb, or is there an easier way up?

ETA:
Really, a sheer surface on a ruin like this? That's a negative 5 dice pool modifier; there's got to be some crumbling at this point, given that "sheer" in the book is described as a "metal wall" or "seamless stone". Can I buy half a hit with my dice if I move extra slowly? :D
« Last Edit: <05-09-16/1917:47> by Herr Brackhaus »

Irn0rchid

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« Reply #93 on: <05-09-16/1922:39> »
I had just edited in Kynos' request for you to go back to the Shack when you posted. :P

Herr Brackhaus

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« Reply #94 on: <05-09-16/1925:06> »
Gah!

I'll edit in a "NO!" reply to Kynos :)

ETA:
Done. And if the rest of the team arrives and we want to move things along, I'm more than game for that. Just assume that Fenris' watch is on the shorter side of a few hours...

If it really is a sheer wall I don't think I'll be able to climb it anyway; too many negative dice pool modifiers, not enough positive.
« Last Edit: <05-09-16/1927:40> by Herr Brackhaus »

Blueclaws

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« Reply #95 on: <05-09-16/1953:06> »
Lol, super sneaky.  8) Not sure how far away Kynos is from the building soo, if someone does notice Robin come up I can adjust.

Totally did the first roll all wrong and had to fix it if you look... also limit is 4

Also for the assensing test, it should be a limit of astral 8. I know I put mental on there.  :-\

Sneaking 6 + Agility 4: 10d6t5 5 10d6t5: 5 [10d6t5=6, 2, 6, 5, 4, 6, 1, 5, 2, 2]

Assensing Test
Assensing 7 + Intuition 4 [Mental 5]: 11d6t5 6 11d6t5: 6 [11d6t5=3, 1, 3, 6, 5, 5, 5, 6, 1, 5, 4]

Herr Brackhaus

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« Reply #96 on: <05-09-16/2008:59> »
Hah! With high agility and gecko tape gloves, I'd be better off trying to JUMP up the wall and use the rules for falling to hang on...

Jumping is Agility + Gymnastics; each hit gives you a jump distance of 1m. Falling takes a Reaction + Strength test to hang on, single success needed.

My climbing dice pool is 7, but my jumping dice pool is 8 and my falling dice pool is 10. Statistically, I have a much higher chance of success just leaping from handhold to handhold (which with gecko tape kits is actually plausible) than I do of straight up climbing. Sometimes these rules are just weird...

Blueclaws

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« Reply #97 on: <05-09-16/2016:02> »
I would wager someone jumping up the side of a building wouldn't be super sneaky though. Probably the trade off there. 😋

Herr Brackhaus

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« Reply #98 on: <05-09-16/2019:52> »
That's what Traceless Walk is for :D

Bewilderbeast

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« Reply #99 on: <05-09-16/2034:44> »
I wasn't saying "sheer" in any kind of concrete mechanical sense, I was just describing the wall. It's commercial plasticrete, nothing extraordinary, but isn't damaged with built-in handholds like the tenement. I'd put its climbing modifier at -4.

That's what Traceless Walk is for :D

Traceless Walk would allow you to land noiselessly, but it would do nothing to prevent your momentum from sending the fire escape rattling or (possibly) crashing to the ground. Now, Light Body...
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Herr Brackhaus

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« Reply #100 on: <05-09-16/2046:35> »
Oh, I wasn't thinking of climbing the fire escape; I would consider the north wall near the west corner, if anything.

Bewilderbeast

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« Reply #101 on: <05-09-16/2055:07> »
I've mentioned that northern door a couple of times, but this is the first you're actually seeing it. Let me know if you still want to climb the wall now that you know it's there.
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Blueclaws

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« Reply #102 on: <05-09-16/2118:40> »
Depending on if Robin has line of sight with Fenris and if he can even see him in the dark. He may be able to levitate him to the top of the building. I would imagine he has good chance with his vision enhanced gear.

Herr Brackhaus

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« Reply #103 on: <05-09-16/2138:58> »
Screw it; I'll take the risk. I'm assuming a floor is 3 meters (10 feet), so I'll need 6 successes. On a glitch I need a single success on a Reaction + Strength to hold my grip; critical glitches aren't mentioned.

So, approaching north west corner to avoid the doorway as much as possible; each test is a complex action, and assuming average initiative rolls I'll have 3 complex actions per turn.
Gymnastics 1 + Strength 4 + Assisted Climbing 2 - Surface 4 [Physical 8]: 3d6t5 2 [6, 2, 5]
Gymnastics 1 + Strength 4 + Assisted Climbing 2 - Surface 4 [Physical 8]: 3d6t5 0 [1, 1, 2]
Hah, critical glitch. I'm below the threshold for taking falling damage, though, soo, you'll have to let me know how you want to handle this one.

Reaction 7 + Strength 4: 11d6t5 3 [4, 4, 6, 4, 2, 1, 1, 2, 1, 6, 6]
More than enough to hold on.

Assuming I can continue climbing, I need 4 more hits.
Gymnastics 1 + Strength 4 + Assisted Climbing 2 - Surface 4 [Physical 8]: 3d6t5 2 [5, 1, 6]
Gymnastics 1 + Strength 4 + Assisted Climbing 2 - Surface 4 [Physical 8]: 3d6t5 0 [1, 1, 4]
And another critical glitch... This was clearly not meant to be!

Reaction 7 + Strength 4: 11d6t5 3 [5, 6, 1, 4, 4, 1, 2, 4, 3, 1, 5]
Enough to hold on again, even if you were to take away 2 or more dice for a critical glitch.

Again assuming I can actually continue.
Gymnastics 1 + Strength 4 + Assisted Climbing 2 - Surface 4 [Physical 8]: 3d6t5 3 [5, 6, 5]
And success!

Well, let's see what the GM makes of the critical glitches. Interestingly, only glitches are mentioned in the Climbing section, and both of my fall checks had enough successes even with massive negative penalties (at least 1 success with only 3 of 11 dice on both tests). And with Traceless Walk (which I assume extends to climbing) even hearing me scrabbling around out there might be challenging. Worst comes to worst, I'll just leg it, unless Robin somehow sees me and manages to catch me in the air as I didn't see his post until just now when I had already made my rolls. Levitation, doh! :D

I'll leave posting the results until we know what happens. Man did I never think a single die would make that much of a difference...

Irn0rchid

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« Reply #104 on: <05-09-16/2150:39> »
Hawkeye setting up shop, using edge to do her thing and keeping an eye on the scene. Dunno how that works with long duration things. Let me know if I need to reroll at some point.

General visual perception (11 + Visual (2) + Enhancement (3)) + Edge (5): 21d6h5 9

 

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