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[IC] Messy Biz

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Chrona

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« Reply #255 on: <05-19-11/1620:36> »
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Yes so you get +3, i think it was. And look at that, it is INT

Chrona

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« Reply #256 on: <05-19-11/1646:39> »
I/O feels a firm step land square on him, Hank and the VIP get to meet the Clubs lovely shiny floor.
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I/O resist 2S with Impact armour, Hank, you and the VIP land face first, hard, resist 5P with Impact.
 6d6.hits(5)=1 Oh shit.

When the VIP lands there's a cracking noise.

Arms point that way, right?

The Chinese is barely keeping up with what's going on, "Fraaaaaag."

Artighur

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« Reply #257 on: <05-19-11/1658:28> »
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Willpower 4 + Impact Armor 6 (10d6.hits(5)=3)
Extra dice from Body 5 instead of Willpower 4 (1d6.hits(5)=0)
 takes 2S

Hank curse after tripping on I/O.

"WHAT THE FRAK ARE YOU DOING INVISIBLE LAYING, ON THE FLOOR ! For God's sake. Now that guy gonna be a bitch to get back into a presentable state..."

Hank quickly get back up and grab the target again. Maybe I'm going to need these good Patches finally ...
« Last Edit: <05-19-11/1712:20> by Artighur »

Kontact

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« Reply #258 on: <05-20-11/0428:27> »
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Complex action: Use skill Infiltration to regain surprise on anyone who might come through the northern hallway.  Agl 6 +4 skill = 10d6.hits(5) → [2,5,5,2,6,4,2,2,2,2] = (3)

Confident that she had time, Joe crouched down again ready to pounce on anyone who entered her space.
Then she heard the ruckus from down the hall.  Well, isn't this a rowdy bunch.

<@team: Three seconds before we know if the gas works.  Until then, take defensive action.>>

Chrona

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« Reply #259 on: <05-20-11/1945:09> »
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CT2

IP1
Little Joe INI 14
Guards INI 14 10d6.hits(5)=4
Andromeda INI 13 (Rigging)
Still Waters INI 12
Noise INI 11
Silk INI 11
I/O INI 11
Hank INI 8


IP2
Little Joe INI 14
Guards INI 14
Andromeda INI 13 (Rigging)
Noise INI 11
Silk INI 11
Hank INI 8

IP3
Little Joe INI 14
Andromeda INI 13 (Rigging)
Hank INI 8

Assuming LJ withholds

The guards are now stumbling around in the dark, only their leader seems calm. Emergency lights glow a dull red.

"Useless! Get these doors open!", some started pounding on or shooting the VIP doors.

The others used their comms, "Back up! Back up!"
In the south west corridor two men run to aid their allies in the main hall, over the comms their llies hear the resulting SSHHLK "Oh God! Oh God!" from Silk's trap.
Uzi in hand the leader runs up to the stage door and bursts through, right next to LJ.
But he doesn't spot the gnome.
He's a tall man, military cut blonde hair.
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Roll a free Perception during your IP LJ

« Last Edit: <05-20-11/1948:10> by Chrona »

Kouryuu

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« Reply #260 on: <05-20-11/2322:12> »
Andromeda uses the sensors on both vehicles to check the surroundings. mostly to check for reinforcements either on the Thug side or Knight errant. but still keeping an eye out for all that seems out of place.
« Last Edit: <05-21-11/0104:00> by Kouryuu »
Prepare for the worst, hope for the best and expect nothing!
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Kontact

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« Reply #261 on: <05-21-11/0226:38> »
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Perception roll: Int 5 +2 skill +3 attn copr +3 vision enh +3 actively looking -1 Ultrasound in partial light = 15d6.hits(5) → [2,6,1,2,5,1,1,4,6,4,1,5,6,2,6] = (6)
When the guy breaches the door, does my ultrasound show the position of any other guards nearby?  If yes and there are more than two headed towards that door, it's going to change the ordinance I use.  Knives for singles.  Nades for clusters.
Throwing with knives, grenades have 2 less dice and one higher threshold for draw.
Simple action + Free action to call shot.  Quickdraw (2) Rea 6 +6 skill +2spec = 14d6.hits(5) → [5,1,1,5,4,4,6,2,3,2,5,1,4,4] = (4)  Attack is 14 -1 lowlight -6 called shot to the head =  7d6.hits(5) → [6,2,5,6,3,6,4] = (4)  yowza.  Keep forgetting the Wildcat +1 die to called shots for damage.  Should have been 8d6 instead of 7d6.  Here's a spare roll.  1d6.hits(5) → [1] = (0).  No net change, just makes sure that grenade or kinfe, the hits are the same.  Going to use missile mastery to choose stun damage instead of physical.  Damage is 8S(base) +6S(called shot) +4S(net hits) =18 Stun.  This dude just got clocked.

Holding other simple action for further combatants in the hall.

Joe saw the man open the door.  A giant target in the frame.  Like lightning, she grabbed a knife and threw it full force into the man's head, blunt side impacting his skull.
« Last Edit: <05-21-11/0235:22> by Kontact »

Chrona

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« Reply #262 on: <05-21-11/0756:51> »
There's blood trickling down from his head as he goes down, LJ might have thrown that a little too hard. He's alive but unconscious and in bad shape, slumped against the wall. No more guards are following.


LJ just managed to catch sight of a patch of burnt skin on his neck, a laser removed tattoo.

Habu's Sensors pick up the two bouncers heading into the main all, into the gas.
« Last Edit: <05-22-11/1410:01> by Chrona »

Kouryuu

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« Reply #263 on: <05-21-11/0857:24> »
Habu's Sensors pick up the two bouncers heading into the main all, into the gas.

@team "two bouncers incoming."
Prepare for the worst, hope for the best and expect nothing!
Matrix;speaking;thinking;ExternalSourcesLink
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Xzylvador

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« Reply #264 on: <05-21-11/1552:53> »
Silk kept her gun aiming at the door while slowly walking back step by step.

Chrona

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« Reply #265 on: <05-21-11/2206:06> »
"O-Ow!", The hacker doesn't protest though and keeps his hands up in a surrendering position.

Artighur

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« Reply #266 on: <05-22-11/0019:00> »
Hank keep going toward the exit where the car is parked.

"We need to get out now"

Redwulfe

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« Reply #267 on: <05-22-11/0703:08> »
I/O gets up, stays close to the wall so no one will run into him, and after Hank passes him follows him out the door.
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Chrona

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« Reply #268 on: <05-22-11/1417:13> »
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CT2

IP2
Little Joe INI 14
Guards INI 14
Andromeda INI 13 (Rigging)
Noise INI 11
Silk INI 11
Hank INI 8

IP3
Little Joe INI 14
Andromeda INI 13 (Rigging)
Hank INI 8

Everyone has enough movement without a sprint check to reach the sedan by the end of this turn, except I/O who didn't move this combat turn My bad, i missed the "follows out door", I/O is fine for moving
« Last Edit: <05-23-11/0011:18> by Chrona »

Redwulfe

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« Reply #269 on: <05-22-11/2322:19> »
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I'm not sure why I didn't move. I stand up as a simple action and then as Hank moves by I initiate run which is a free action. Or am I mistaken? I still have a simple and a free left that I do not use to just stay out of the way.
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