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[OOC] Messy Biz

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Kouryuu

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« Reply #195 on: <05-05-11/1838:58> »
We may want to give Kontact a chance to post, I'm sure Little Joe can add some to this.
no worries just as a distraction in a coordinated fashion,
and i think me staying put on the roof would do more then joining the assault, cutting their way off.

@ chrona

could you give me some clues how the map of the place looks in the way of streets, would it be possible to park Habu and the Sedan so that they could be moved to block their retreat way.
I mean a bit larger road map
-C---------
[xxxxxxx]
[xxclub.x]
------------
[xxxxxxx]
[xxxxxxx]
---------H-
or any different
hope you will undersand what I meant
Prepare for the worst, hope for the best and expect nothing!
Matrix;speaking;thinking;ExternalSourcesLink
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Chrona

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« Reply #196 on: <05-06-11/0152:43> »
That should be fine, the club takes up a block


just stayed up -all- night with my friends (had some bad news today), headingv to sleep, those outside feel free to RP amongst yourselves, oterswise yeh, lets pause for a little, everyone catch up and let kontact post some more.

psychotic pseudo-child ftw.

Kontact

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« Reply #197 on: <05-06-11/0305:17> »
We may want to give Kontact a chance to post, I'm sure Little Joe can add some to this.

Have one of your spirits materialize and open the vehicle door for me.  Just a tiny crack.  I can kill every motherfucker in there before they have any idea what happened.

Ten-Hex

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« Reply #198 on: <05-06-11/0850:24> »
Okay, will do... commanding the guidance spirit to go to the storage, materialize and open the vehicle door for one service, and then protect the teammates who enter with magical guard (counterspelling, 4 dice of spell defense) once they move in as its second service. He also has his two current watchers de-manifest and commands them to hang out with him and alert him of anything new appearing in astral space.

EDIT: Still Waters has also not moved from the alley yet. I'm not sure if he's needed inside or out here. In person he can provide counterspelling and direct spirits a little faster (but his only cbt skill is dodge, he's a 100% magical resource to a team). Out here he mainly provides intel and magically covers Hank and Andromeda. I'm open to whatever helps the team best.
« Last Edit: <05-06-11/0928:23> by Ten-Hex »

Chrona

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« Reply #199 on: <05-06-11/1647:17> »
Here's some (slightly altered) house rules for combat from my old GM

-6 penalty to hit the head for +6 damage.
-10 to hit the eyes for +6 unsoakable damage (Unless you have Eye protection then you get it's armour value.
-8 to hit the neck, if you do damage in excess of twice their body...they lose their head.
-1 for a targetted gut shot; while winded (till end of next turn) the damage needed for a knockdown is -DV/2 you inflicted with the gut shot.
-6 to hit the crotch - instant knockdown!
-4 to hit arms or legs; they take a penalty of DV/2 from the called shot for all actions with that limb; if the arm and it's holding anything they have to make a Body (2) test to avoid dropping it.
-4 to hit vital organs (heart, lungs) gives +4 damage
-6 for joints; they must make a Body test at -2 to avoid knockdown if leg joints
« Last Edit: <05-06-11/1849:28> by Chrona »

Xzylvador

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« Reply #200 on: <05-06-11/1847:39> »
Just to be clear, that's replacing (well, improving) the Free action "called shot for extra damage", right?
Groin shots... man, I loved Fallout 1&2.

Chrona

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« Reply #201 on: <05-06-11/1848:57> »
Yup

Kontact

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« Reply #202 on: <05-06-11/2229:03> »
Is the eastern hallway longer than 22 meters from the delivery room?

Chrona

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« Reply #203 on: <05-06-11/2248:20> »
Is the eastern hallway longer than 22 meters from the delivery room?

The entire corridor is 25 meters, the delivery room door to the guard is....gulp.... 22 meters exactly

Xzylvador

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« Reply #204 on: <05-07-11/0316:07> »
So if at all possible, I'd like to try tying a thread of microwire:
-South across the door where the 2 guards are.
-From the door in Room 4 to the door of the room across.

Possibly too:
-North from the double doors (on the SW of room 8) to the screen door in the outer wall.
-And across the door of room 8 into the kitchen. oops, opens the wrong way.
But those only if Noise should decide not to try and take those 2 guys out.
I'm assuming we try to engage from the kitchen and don't want them in our backs.
If that's the plan: Wire across the doorway north in the main hall, so they can't go through there and flank us.


Nice throws, freaky little girl.
« Last Edit: <05-07-11/0527:33> by Xzylvador »

Chrona

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« Reply #205 on: <05-07-11/0325:13> »
Gimme straight Logic (1) tests on each wire-trap for...er "Set Trap"

Xzylvador

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« Reply #206 on: <05-07-11/0451:26> »
Invisible Castle is down again *pout*
Feel free to roll those glitches 3 dice in my place should you get back sooner than Castle. You can roll them with actual real-world dice too, for that old-fashiony-feel! I'll take your word on it.
--Was it that stupid an idea? Man, Silk's having an off day.
« Last Edit: <05-07-11/0511:50> by Xzylvador »

Chrona

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« Reply #207 on: <05-07-11/1119:49> »
No it's just to facilitate finding and/or improvising things to hook it to without it being obvious

Kontact

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« Reply #208 on: <05-07-11/1225:38> »
are there any other guards in the hallway immediately obvious by ultrasound?  like one patrolling the northern hallway or anything?
I needs my wallhack.
« Last Edit: <05-07-11/1538:00> by Kontact »

Ten-Hex

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« Reply #209 on: <05-07-11/1359:49> »
@Grim, +1 for that IC, you just made my day. :)

 

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