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[OOC] Messy Biz

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Chrona

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« Reply #285 on: <05-12-11/0048:16> »
Just assume the ward covers the main hall and vip room for all intents and purposes
i know wards aren't complex shapes but i don't want to nit pick how many wards and of what placement, size, shape and force would be needed

Xzylvador

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« Reply #286 on: <05-12-11/0219:30> »
I didn't post the wire thing? Damn.
Wanted to post something like Silk sending the location of the wires to the team, in their AR, the wires light up and widen as a warning that you don't want to go there.
Imagined it like an AR "police linemonowire, do not cross" thing.

'bout the car, sorry, my misunderstanding.

Kouryuu

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« Reply #287 on: <05-12-11/0306:22> »
'bout the car, sorry, my misunderstanding.

no biggie, i was using the false term, so sorry for being unpercise about things
Prepare for the worst, hope for the best and expect nothing!
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Kontact

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« Reply #288 on: <05-12-11/0525:44> »
The posting volume on this game has gone down a lot.
Don't tell me dudes are gunshy suddenly?

I know how to cure that!  ;D

Kouryuu

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« Reply #289 on: <05-12-11/0541:25> »
The posting volume on this game has gone down a lot.
Don't tell me dudes are gunshy suddenly?

I know how to cure that!  ;D

I could start attacking the Queue outside the club, but that's more your kind of way doing things right?  ;D
Prepare for the worst, hope for the best and expect nothing!
Matrix;speaking;thinking;ExternalSourcesLink
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Kontact

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« Reply #290 on: <05-12-11/0619:56> »
No!  I'm going to cure it, with an updated map!



That grid space in the center is the 10m radius that I'm hoping to douse with the chem grenade.

Xzylvador

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« Reply #291 on: <05-12-11/0628:34> »
Like I posted earlier, just giving others a chance to post... And they had.
Would just like to know what Still Waters is capable of doing before starting a countdown and tossing some dice.

The grenade, LJ only has one? And it takes 2 IP's (or was it CT's) to really have any effect?
You're hoping they don't notice it rolling/bouncing into the room? If they notice, what's stopping them from being elsewhere when it does its thing?

Also, Silk fudged the second trap, so only the one directly N of the 2 guards is there. Sucks :(

Edit: Also, would like to know what Hank & Noise had to say to:
Quote from: Silk IC
"...Think I should ask them to open the door too? Knock on the door and 'Sir, there's a problem with Carl, sir.'" The last sentence was spoken with the voice of the guard she just killed with a shot through the heart.
Wouldn't say exactly that, but you get the idea.
If it works, it might be very good.
If it doesn't work though, they probably won't be surprised.
« Last Edit: <05-12-11/0829:03> by Xzylvador »

Ten-Hex

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« Reply #292 on: <05-12-11/0855:29> »
Still Waters is capable of delaying action until the baddies have reacted to the people he is supporting (so they can't play "splat the mage"), then coming in behind the mundanes to summon a nasty spirit. Once in the ward, he can also call his bound beast spirit from the metaplanes, letting it circumvent the ward.

His watchers won't be able to do anything but sit uselessly in the hallway, and the ancestor spirit that's covering people with spell defense (magical guard) 4 will disappear as soon as I summon a new spirit.

Map - Our target needs to be highlighted in another color in the VIP room... we know which one he is. The ward covers the VIP and main rooms.

Chrona

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« Reply #293 on: <05-12-11/1121:33> »
Yeah the target is the top right blue dot in VIP

thanks for the map Kontact!

Grenades blow 3 seconds after the IP thrown in, Armourer (2), 1 Minute to alter this fuse

Xzylvador

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« Reply #294 on: <05-12-11/1600:09> »
Thinking that for those lights, you might need to head for room #20.
Was about to post a countdown... then I wondered:
Are we sure the door to VIP isn't locked? Did IO check that? Or can that be seen? (like a locked door nowadays, from the side to which it opens, you can usually see the bolt that locks the door... and we are on that side of the door.)
Also, I'd suggest waiting with killing the light until the end of our surprise round (which we'll hopefully get, but I'm starting to doubt it).
« Last Edit: <05-12-11/1604:36> by Xzylvador »

Chrona

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« Reply #295 on: <05-12-11/1610:36> »
Thinking that for those lights, you might need to head for room #20.
Was about to post a countdown... then I wondered:
Are we sure the door to VIP isn't locked? Did IO check that? Or can that be seen? (like a locked door nowadays, from the side to which it opens, you can usually see the bolt that locks the door... and we are on that side of the door.)
Also, I'd suggest waiting with killing the light until the end of our surprise round (which we'll hopefully get, but I'm starting to doubt it).

Locked but I/O has internal maglock control

Xzylvador

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« Reply #296 on: <05-12-11/1619:32> »
(As far as we know without GM knowledge,) surprise round would start after opening the door, right? Or do we start the round with the door closed and need to spend an action opening it?

Chrona

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« Reply #297 on: <05-12-11/1652:28> »
(As far as we know without GM knowledge,) surprise round would start after opening the door, right? Or do we start the round with the door closed and need to spend an action opening it?

Surprise starts after opening the door, no one needs to waste an action n it

Kontact

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« Reply #298 on: <05-12-11/2101:37> »
Yeah the target is the top right blue dot in VIP

thanks for the map Kontact!

Grenades blow 3 seconds after the IP thrown in, Armourer (2), 1 Minute to alter this fuse

What about contact detonation?  Is that only available for minigrenades?

Chrona

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« Reply #299 on: <05-12-11/2230:54> »
Quote
Timing Gr enad es
As noted under Timed Items and Initiative (p. 145), a grenade detonates
on the next Initiative Pass using the Initiative Score of the character
who threw it (unless the attacker is using an airburst link, see p. 322,
in which it detonates on that Action Phase).

My bad

looks like contact detonation is air burst launchers only though
« Last Edit: <05-12-11/2236:29> by Chrona »

 

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