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Urban Brawl -- 6th scenario [finished]

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inca1980

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« Reply #60 on: <11-29-11/0918:46> »
@Thunderhead:

The infinite beauty of the forest when viewed through astral space is breathtaking with it's dance of colors, lights, and feelings but the downside to that is that it is far far too astrally bright to really see much of anything under the canopy with your Merlin. 

[OOC: Agility 5 + Infiltration 3 (8d6.hits(5)=5).  Everone give me perception tests (the higher of audio/visual/scent), if you get 6 hits or more add a +3 to your suprise roll.  Thunder roll for your pets too.  Everyone then give me a surprise roll with or without said bonus (that's just your initiative DP).  Then after that roll initiative as normal.]

Sichr

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« Reply #61 on: <11-29-11/1704:07> »
After hearing the howling and the avalanche, Zach stops and falls back, taking his point in deffensive triangle around the cargo. Long arm he got from Brick would be of no use in this terrain, or against animals, so he holsters it on side of his backpack, taking SMG and the Claw to his hand. Activates his Chameleon suite, hiding in cover.
Agi(4)+Infil(3)+Imp.Abi(2)+Cat(2) (11d6.hits(5)=5)
"Barghests. Some kind of great dogs. Hunters. Will be here in a few moments so get ready. I hope your fuckin` circus can take care of itself, dwarf.
INT(4)+PERC(4)+A/V Enhancement(3) (11d6.hits(5)=4)
Surprise test:
INIT(11)+Combat sense(2) (13d6.hits(5)=4)
Initiative:
INIT(11) (11d6.hits(5)=2)=13
« Last Edit: <11-29-11/1708:26> by Sichr »

Teyl_Iliar

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« Reply #62 on: <11-29-11/1804:14> »
Brick slings his Panther and pulls his combat axe and Ingram SMG, Then crouches against a tree attempting to conceal himself with both weapons ready to go.Infiltration roll (agl 5 skill 2) (7d6.hits(5)=2) (@team subvocal) "Keep it together, defend yourselves As necessary, make sure you don't hit the drone and keep it safe unless you want to pack this crap the whole way up."
Hearing perception
(10d6.hits(5)=6)
surprise roll
(12d6.hits(5)=3)
Normal initiative
(9d6.hits(5)=4)
UB
Brick
speaking
ITF
Slip
speaking
thinking
comm

Thermo

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« Reply #63 on: <11-29-11/1839:06> »
Thunderhead drops the link to his Merlin Hawk and readies his .45 Automatic pistol. He crouching low in a shooters stance, he tells Max not to attack with the command "Sperre".

@team (subvocal): "I can control them, buy me time"

(OOC: Thunderhead's first IP will be spent casting Control Pack once they are visible)

Thermo

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inca1980

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« Reply #65 on: <11-30-11/1553:11> »
[OOC: Dragon fly perception: Sensor 4 + Clearsight 3 = (7d6.hits(5)=1)Surprise: Init 9 + 3 = (12d6.hits(5)=5, 12d6.hits(5)=2, 12d6.hits(5)=2, 12d6.hits(5)=2, 12d6.hits(5)=4, 12d6.hits(5)=4)Barghest Group Init: (9d6.hits(5)=6).]

[OOC: You can NOT act against or in reaction to anyone friend or foe who has a surprise score higher than yours.]


Surprise:  Brick(3), Zach(4), Thunder(1), Max(3), Nova(3), Shoryuken(5), Barg1(5), Barg2(2), Barg3(2), Barg4(2), Barg5(4), Barg6(4)

IP1, CT1: Barg(1,2,3,4,5,6)-15, Nova-15, Brick-13, Zach-13, Max-12, Shoryuken-11, Thunder-6
Edge: Brick-3/3, Zach-1/1, Thunder-2/2, Barg-4/4


[OOC: the Barghests go first.  B6's Paralyzing Howl: Cha 3 + Magic 4 (7d6.hits(5)=4).  Everyone resist with Willpower, net hits are subtracted from your Reaction attribute and if it's reduced to zero then you're paralized and reaction comes back at 1/minutes (20 CT's).  B1 Attacks to subdue Brick, B5 Attacks to subdue Zach.

B1's attack on Brick: Ag 5 + Unarmed 3 + Charge 2 = (10d6.hits(5)=0).  You didn't get defense roll but he rolled no hits so it misses.
B5's attack on Zach: Ag 5 + Unarmed 3 + Charge 2 = (10d6.hits(5)=3).  Zach gets defense roll since Surprise scores are the same.  Barghest Strength is 5, so if Str + net hits exceeds your body you're immobilized.

Now it's the teams turn and you can post in any order since i'm sure none of you mind if a teammate goes first.  If so then we'll retcon it.  Make sure to narrate the result of the barghest attack.]






Suddenly without warning it happens.  Darting at lightning fast speed you see the smooth, agile, muscled forms of 6 canine like beasts whose eyes and teeth glow a slight green from bio-luminescent  bacteria.  You have almost no time to react.  One of them stops right in the middle of the spread out formation of the team and howls into the night sending shivers down your spine that you know can't be natural.  Brick get's caught unaware from the back as a Barghest jumps on him but slides off as it's bite clamps down on one of his horns and slides off.  Another Barghest dives at Zach, seemingly completely oblivious to his glassy form due to his chameleon suit.



« Last Edit: <12-01-11/1022:11> by inca1980 »

Thermo

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« Reply #66 on: <11-30-11/1646:44> »
[OOC: Roll to resist Paralyzing Howl Resist Paralyzing Howl: Wil(6) (6d6.hits(5)=1)]
[OOC: Shit.]
[OOC: Can I use edge to re-roll failures?]

Sichr

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inca1980

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« Reply #69 on: <12-01-11/1017:10> »
@Zach:

[OOC: B5: Reaction 6 + Unarmed 3 = (9d6.hits(5)=3).  That's 3 net hits, so it needs to soak 6P.  B5: Body (7d6.hits(5)=0).  It takes 6P.]

The massive Barghest leaps up to land down on you maw first, but you jam your claw into the bottom of it's mouth and move out of the way as it lands on it's feet in the place you used to be standing.  You feel warm wet fluorescent blood on your hands and the dog-like beast whimpers. 

@Thunder:

With your vast experience in the wildernesses of Europe you should have known better then to have let yourself listen to that bone-chilling howel, but it's too late now and you feel it's energy coursing and taking over your muscles and before you can react it has paralyzed you completely while standing in place.

[OOC: you can still cast LOS spells, but i'll say with a -1 penalty to spell casting skill.  I'll say you're facing due east and have a 60 degree cone of vision.  You can speak also if you succeed in a Composure: Charisma + Will (3) test.  Because of your surprise roll though you can't attack or react to anyone this IP.]

@Brick:

[OOC: it's your turn and remember you can only attack and react to those with surprise score less than or equal to yours.  This means that Brick doesn't know who or what tried to hit him, it all happened so fast, but he would have seen Bargs 2,3 & 4.]

Surprise:  Brick(3), Zach(4), Thunder(1), Max(3), Nova(3), Shoryuken(5), Barg1(5), Barg2(2), Barg3(2), Barg4(2), Barg5(4), Barg6(4)

IP1, CT1: Barg(1,2,3,4,6)-15, Nova-15, Barg5-13, Brick-13, Zach-13, Max-12, Shoryuken-11, Thunder-6
Edge: Brick-3/3, Zach-1/1, Thunder-1/2, Barg-4/4
Wound: B5{6P|-2}, Thunder{Paralyzed}

« Last Edit: <12-02-11/1741:05> by inca1980 »

Teyl_Iliar

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« Reply #70 on: <12-03-11/0209:18> »
Brick tenses himself for combat just as the howl goes up. (3d6.hits(5)=2) (-2 reaction for a new base of 3) As the howl's supernatural power creeps into his mind he focuses on the grips of his weapons willing himself to not freeze, just as a shadow speeds past on his left, he see's the other hounds come into view. His Instincts to drive them off or at least deter them from attacking kick in just in time. He raises his Ingram X, aims, and opens fire with a long, wide, burst (with Exex rounds +1DV-1AP) at the hound in the center. (B2.)  (8d6.hits(5)=2) (incoming damage 6P+2 net hits -1AP -5 to Reaction NOTE: This weapon is Silenced and anything listening out there would face a -4 to perceive it.) 
UB
Brick
speaking
ITF
Slip
speaking
thinking
comm

Thermo

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« Reply #71 on: <12-03-11/1014:20> »
Summon Beast (F5): Summoning(5)+Magic(3)+Spirit Affinity(2)+Wolf Mentor(2)+Frozen(-1) (11d6.hits(5)=5)
Beast Resist Summoning: Force(5) (5d6.hits(5)=0) net hits: 5 services
Drain Resist: Minimum Summoning DV(2): Wil(6)+Int(5) (11d6.hits(5)=4) no drain

Thunderhead can feel all his muscles cramping at once from the blasted beast's howl. The effect is excruciating, as though he was turned into a tight-grained piece of wood. Though he didn't know what exactly he was facing, he knew that he could call to Morrigan for support. He relaxed, allowing images to flash into his mind, images of the Terrible Queen herself sitting on her cold, dark throne. She was surrounded by giant black wolves, slavering and growling. She smiled at Thunderhead with the slightest hint of amusement and pointed at one of the larger wolves, who leapt forward and materialized from the metaplanes into the physical one. It was even bigger than Max, and as it curled back its lips one could see that its teeth were literally dripping with a black saliva that smoked and hissed in the night air [OOC: optional power Venom]. In his vision, Thunderhead fell to his knees and planted one side of his face on the stone floor at Morrigan's feet, reverently prostrate at her mercy.

inca1980

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« Reply #72 on: <12-05-11/1039:01> »
@Brick:
[OOC: B2's defense: (1d6.hits(5)=0)B2's Body: (7d6.hits(5)=1).  It soaks 1P and takes 7P.  That's heavy damage.  B2's Edge (1): (4d6.hits(5)=2).  Avoids heavy damage consequences.  Get's knocked prone though.  I'm putting the Ingram is his good hand, which means the axe is in his off hand giving it a -2 for not being ambidextrous.]

Even though Brick felt one of those things clamp on to his horn and then slide off, it moved so quick he decides to stay focused on threats he can see clearly.  With his Ingram in one hand and his combat axe in the other he fires a wide burst over at the incoming Barghests.  The rounds leave the chamber quietly but on contact they explode sending popping sounds into the night which echo through the valley.  One of those pops erupts in a splatter of fluorescent blood and one of the beasts gets thrown on to it's haunches as it yelps in pain.  The explosive rounds, though loud, were scary enough so that it quickly gets up and takes off into the forest to go lick its wounds


IP2, CT1: Barg(1,3,4,6)-15, Nova-15, Barg5-13, Brick-13, Zach-13, Max-12, Shoryuken-11, Thunder-6
Edge: Brick-3/3, Zach-1/1, Thunder-1/2, Barg-4/4
Wound: B5{6P|-2}, Thunder{Paralyzed}


@Thunder:
[OOC: In order to summon in reaction to the attack as you did, you would have to delay your action until 2nd IP, so now during IP2 the spirit appears astrally and spends a complex action materializing and since it only has 2 IP's, it will roll init and be ready for combat in CT2.]

@Everyone:
[OOC: B1 attacks Brick.  B1's Agility 5 + Unarmed 3: (8d6.hits(5)=2).  B3 also charges Brick.  B3's Agility 5 + Unarmed 3 + Charge 2: (10d6.hits(5)=4). B5 attacks Zach again: B5's Agility 5 + Unarmed 3 + wound -2: (6d6.hits(5)=0).  Total miss. B4 Charges Zach: B4's Agility 5 + Unarmed 3 + Charge 2: (10d6.hits(5)=4).  B6 charges Max the wolf: B6's Agility 5 + Unarmed 3 + Charge 2: (10d6.hits(5)=2).  I'll let you you roll for your Wolf Thunder.  Everyone roll defenses and then act and narrate it all to me.  Base damage is 6P.]





« Last Edit: <12-05-11/1138:25> by inca1980 »

Sichr

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« Reply #73 on: <12-05-11/1609:01> »
Facing two oponents, Zach rather defenses himself. One of barghests jumped, well Zach moved out of the line even before the Barghest can try to catch him, Other one was more sucessfull, and Zach had to use his Claw again to parry Barghests stinking MAW.
Full defense:
2xRE(8)+Knives(6)+Combat Sense(2)+Claw(2) (18d6.hits(5)=7)
As the caremic knife clinks against beasts fang, Zach didnt hesitate and provided the second Barghest with siberian veterinary care:
AG(4)+Knives(6)+Counterstrike(1)+Claw(2)+Net(3) (16d6.hits(5)=5)
DV: 3+Net(5)
« Last Edit: <12-05-11/1623:39> by Sichr »

Thermo

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« Reply #74 on: <12-05-11/1902:30> »
Max resist paralyzing howl: Wil(5) (5d6.hits(5)=2) [Max's rea goes from 4 to 2]

[OOC: The following rolls were totally botched by your's truly (used the wrong number of dice, compounded by other slap-forehead mistakes) and therefore after talking with Inca we decided to use the raw dice rolls to settle this combat round for Max. Hence no Invisible Castle reference unless you want to go on and see the mess I made, the numbers are all in there  :)  ]

[Max's defense roll: Rea(2)+Unarmed Combat(4) = (4,2,3,5,3,2) = 1 success]
[Max uses 1 point of Edge to re-roll failures: (3,6,5,5,6) = 4 successes (5 total)]

Max manages to blunt the attacking barghest's charge at the last moment, causing the slavering jaws to slide harmlessly off Max's thick coat and making the beast stumble as it is deflected away from Max's frozen pack-mate, Thunderhead. Max quickly lunges forward with his huge jaws and tries to bite the barghest on its neck while it is off-balance.

Max attack B6: Agi(5)+Unarmed Combat(4)+Previously Defended(-1) (8d6.hits(5)=2) [OOC: This is one of the rolls that got messed up, the last die was subtracted when it should have been included]
Extra die for Max's attack (mistakenly subtracted) (1d6.hits(5)=0)

[OOC: So Max's attack hits with 2 successes, unless defended. Base damage is 6P plus net hits]


 

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