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[OOC] Hit the Ground Running

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Kontact

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« Reply #285 on: <10-21-11/2148:04> »
Surrounded by walls topped with razor wire.  Not likely that he'll make it out the back without an escape kit.

funkytim

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« Reply #286 on: <10-25-11/0157:36> »
Sure, smash it.

Psikerlord

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« Reply #287 on: <10-25-11/0557:59> »
"knock knock!" - hahaha, love it  ;D

Kontact

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« Reply #288 on: <10-26-11/2358:54> »
Tim, Stunball is a direct mana spell, so you need line of sight to effect anyone.  You can have LoS and good cover, but you'll have to pop your head in and see Rat to hit him with that spell.  You're free to change your mind about that if you like.  Also, you might want to withhold dice to shrink the area if you're using stunball.  Otherwise, you'll likely have to resist your own spell.

NVM.  checked the distance, and 5 meters isn't enough to reach you at the door.
« Last Edit: <10-27-11/0001:31> by Kontact »

funkytim

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« Reply #289 on: <10-27-11/0428:29> »
or I can use my endoscope, is there a modifier if I do?  If there is I'll pop my head up.  That roll was too go to waste.

Kontact

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« Reply #290 on: <10-28-11/0033:37> »
endoscope?  cool.  No issue.

funkytim

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« Reply #291 on: <11-02-11/0949:45> »
Hey Jinx, if I cast invis on Rat to try to get him out of the building it might not hold up when we pass through the astral barrier.  If we heal him and convince him he's better off with us than having "Clean Steve" find him he might come willing.  Seeing as Yuri said he called for help I thought of a third option.  Maybe we can find a place to hold up in the building and find out who he called for help.  I can scout astrally to find an empty apt.

Kontact:  I think we made a mistake with the damage I did to Rat.  If I remember correctly the maximum number of hits you can get on a spell is the force.  Since I cast a force 5 stunbolt I'd have to drop those last two hits.  Guess I got really excited rolling 7 hits on 11 dice.

Is Switch coming back soon?  It's Nov. already.

Kontact

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« Reply #292 on: <11-03-11/0640:46> »
With 4 willpower, 10S puts him over the line into unconsciouness anyway.  Just means there's no overflow damage.

I hope switch comes back. :-/

Cato

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« Reply #293 on: <11-04-11/0935:08> »
I just got back yesterday and can start posting if I'm still part of the group :).  If not I'll make another and submit for the reserves.  Either way, I'll read the OOC and IC to see what kind of trouble this bunch has gotten into.

funkytim

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« Reply #294 on: <11-04-11/1004:21> »
Welcome back!!

Psikerlord

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« Reply #295 on: <11-04-11/2317:41> »
Hey Jinx, if I cast invis on Rat to try to get him out of the building it might not hold up when we pass through the astral barrier.  If we heal him and convince him he's better off with us than having "Clean Steve" find him he might come willing.  Seeing as Yuri said he called for help I thought of a third option.  Maybe we can find a place to hold up in the building and find out who he called for help.  I can scout astrally to find an empty apt.

I'm liking option 3! Why don't we try hiding the ceiling or something, if possible? then see who turns up (if anyone..) Assuming there is some kind of access to the ceiling?

Welcome back Cato :)

Cato

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« Reply #296 on: <11-05-11/0804:23> »
Can Yuri trace the call to find out?

I like the idea of waiting to see who turns up.. unless that someone turns up with something really nasty.  Depending on who it is and what they have we could always get something useful from them as well.

If we hide we should find an alternate route out of the place so we don't get caught like Rat just got caught though ;).

Kontact

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« Reply #297 on: <11-05-11/2155:01> »
Tracing?  Sure thing.

Cato

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« Reply #298 on: <11-06-11/1138:58> »
After reading back through I didn't see any reason to actually keep vanian.  So I'd suggest interrogating him and then handing him over to Clean Steve for a favor owed.  We can always start a little fire if we are concerned about leaving stuff behind.  I'm not sure whether the amount of trash would outweigh whatever fire protection is in the building, but it's worth a shot.  As long as the entire building didn't go up.

Sure, he'll talk about us interrogating him, but Steve already knows we are involved.  And we don't actually know who he is working for.

Plus, I think we'll run into the "help" whether we stick around or not.  So in the end I'd suggest sneaking him out, but being ready for a scuffle in the process.

Kontact

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« Reply #299 on: <11-06-11/2307:17> »
Yo Psi, I'm trying to make sense of the DP you threw and I'm having a little trouble.  Shouldn't matter too much, not this time, but it's something I want to iron out.

I'm seeing R6 sensors for 6 dice, Perception of 4 for 10 dice and +3 for actively looking makes 13 dice.
Are you tossing in +2 for hotsim or +2 for the control rig?  I wouldn't call it a matrix action, and it's technically not a vehicle skill.

Sensors are dumb :-/  How about with a pure sensor test, like radar, it has to deal with the signature table, but doesn't get perception bonuses and penalties.  Additionally it gets matrix/control rig bonuses if you jump in? 
So, in this case, you would have 6 sensor + 4 skill -3 (from the signature table) with another +4 if you jumped in.

Whereas with the camera we could route it to your image link and get
3 int + 4 skill +3 vis enhance +3 actively looking = 13

That way, sensor tests will work better than regular perception in averse conditions, like finding something not in the vicinity (-2) through light rain (-2) in partial light (-2) would have a -6 dp penalty for the basic camera test, but would have no penalty for vehicle radar.  Or, to be ridiculous Far away (-5) in full darkness (-6) through thermal smoke (-4) for -15 dice regularly.

Anyway, moving on with the scene.


 

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