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[IC] Missions 2 - Tunnel Vision (concluded)

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Kouryuu

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« Reply #645 on: <02-10-12/0849:30> »
Lucky , there could be no other words.
Sam had already activated and thrown the grenade. it went off just as fractal kicked the door losing intensity every cm it moved. only fractal could have got blinded.
taser stll aiming at the mage, Sam was ready to move
Prepare for the worst, hope for the best and expect nothing!
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Sichr

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« Reply #646 on: <02-10-12/1301:41> »
Kid, you better stay out of this. Please, send your FlySpy backwards to reach transmission point and sent this datafeed including location to the matrix. ASAP. Sooner it would reach the hub, sooner powers get aware of this mess. And stay back...you are too young to die this way. Dobbey may be good help if you provide cover in this room.

This was bad. Really bad. Just for sure they didnt get out of this alive, Omar wants to have some insurance, that this mostrosity will be taken care off. And even if he is in Denver only for short, he knows that any sign of AZT blood mage operating down bellow the city would get the attention of those able to deal with this kind of threat.

Gentlemen, it has been a honor. Just for case we dont make this. Drones won`t do any harm to that bloody thing. Mage got boosted his power with five men...including some magicians. I`d like to have both dogs here...well we can`t let boy unprotected. D1 go for mage. Lips, I hope you will be able to geek that demon, bullets are of no use against this kind of things. Everyone, try to keep out of LOS from that magbe, maybe we can try to lure the dog here...possibly even with spirit. But Flashbang first may be good to disturb the mage, since he seems to be quite focused on doors. Even the Neuro-stun ma have some effect, and it wont do any more damage to that man in the circle. D1 wont be affected. Let`s separate battlefields.
Sam, D1 is ready to go as soon you toss in the gass grenade.

Sentinemodo

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« Reply #647 on: <02-10-12/1545:20> »
Sam had already activated and thrown the grenade. it went off just as fractal kicked the door losing intensity every cm it moved.

The grenade went in.
Split second later it had returned as if shot back by sling.

Quote from: ooc
Fractal's complex action kick the door open.
Sam's complex action (delayed until fractal's move) throw grenade
Enrico interrupt free action (delayed from previous combat turn) - order
Guardian spirit interrupt complex action (delayed from previous combat turn) - use of psychokinesis power

detonation on Sam's initiative score in next IP

Simultaneusly Lips advanced with his spirit through the wall of the chamber.
Inside in astral is the fire spirit you met previously, but now visibly more powerful, soaking power from the source of the background count - sacrifice circle in the chamber.

From the things of note - the sacrifice circle seems to be a center of the mage's Lodge. The barrier around the Lodge is making the perception difficult. The guardian spirit a victim and a mage is inside the barrier as of now.

Quote from: ooc
make an initial astral perception roll, without +3 for active perception, I assume you won't be wasting your first action on active looking out, as the spirit prepares the attack on you.
also make an magical background roll please
« Last Edit: <02-10-12/1555:43> by Sentinemodo »
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
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runners: Caretaker Jerry

Sentinemodo

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« Reply #648 on: <02-10-12/1601:00> »
Quote from: ooc
CT #1 IP #1
initiatives
[Enrico's Guardian Spirit 21, remaining free action][Omar (matrix) 17][Sam 14, remaining free action][Enrico's Fire spirit (astral) 14][Lips (astral) 13][Hellhound 13][Enrico 13, remaining complex action][Fractal 5, remaining free and simple][Lips' spirit (astral) 2]

Fire spirit initiative 10 + 10d6.hits(5)=4 -> 14
 
Hellhound initiative 9 + 9d6.hits(5)=4 -> 13
Guardian spirit initiative 16 + 16d6.hits(5)=5 -> 21 (scratching 2 dices due to wound modifier, but no change)

Enrico initiative 9 + 9d6.hits(5)=2 -> 11
« Last Edit: <02-11-12/1111:48> by Sentinemodo »
Sorry for a small delay ;)

Denver Missions
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Sichr

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« Reply #649 on: <02-10-12/1610:24> »
Damaged Fly-Spy first, if you dont mind. It would give us tactical, even if it gets destroyed.

RES(5)+INT(5)+Hot(1) (11d6.hits(5)=6)=17 (fuck this is going to hurt me next time Ill roll 1 hit on 20 dices :P)

Larzarus

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Sentinemodo

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« Reply #651 on: <02-11-12/1049:26> »
So close to the source of the magic Lips is now certain that the sacrifices made here are the source of the disturbance in the mana flow. the magic performed here is closer to the shamanic than to hermetic way. the shape of the spirits suggest animal totems. Its fairly obvious now to say that it is an aztec tradition. thd blood magic rituals aren't part of it but they are woven into the threads and here they build one upon another to create a nexus of power that radiate evilness, torment, pain, agony.

The bloodmage seems to be bathing in power sipping more and more from the poor victim at his feet.

you also recognize the spirits around. the closest to you is fire spirit the samd you met earlier, the guardian spirit that is materialized in the chamber is more powerfull, it has been bound to the mage and then invoked, but it has not yet been invoked into blood spirit. if he would tbere would be no way to rescue the last member of the previous team.

you also note, the the spirit has been wounded. connecting the dots, you guess that the first chamber must have been some kind of guardroom, where the spirit stationed. it must had been much weaker there, but still powerfull enough to surprise and overcome the previous team, though not without wounds. it has then transported the bodies to the laboratory with its psychokinesis power and remained here to recover.

Quote from: ooc
assension result available only for the fire spirit. the guardian and mage himself are behind a level 6 dual barrier of the Lodge leaving you with only 1 hit on assenssion.
the fire spirit is force 2 but in this environment he is boosted to force 5. he is fully healed and aggressive.

Sorry for a small delay ;)

Denver Missions
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runners: Caretaker Jerry

Sentinemodo

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« Reply #652 on: <02-11-12/1112:33> »
Quote from: ooc
initiatives updated, Omar's up
Sorry for a small delay ;)

Denver Missions
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Sichr

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« Reply #653 on: <02-11-12/1526:23> »
OK. Lets go.
D1 prepares, and a few miliseconds after expected flashbang detonation it pass throught opened door. Targets known from previous recon, it focuses fire on the that doglike monster.Hope this makes that sonuvabitch angry enought.
Wide Full Burst, RC 8 so i got 1 uncompensated bullet. -9 to dodge for target.
Sensor(3)+Gunnery(4)+Smartgun(2)+VR(2)-Recoil(2) (9d6.hits(5)=2) :'(

Sentinemodo

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« Reply #654 on: <02-11-12/1853:12> »
Hellhound was a little surprised.

Quote from: ooc
In fact it was aware of you incoming (by the enhanced senses), but the concept of delaying action is a little foreign to the animal.
Defense roll: Reaction(5) - FullWideBurst(9) < 0 automatic fail
DV = 5P + 2
Damage Resist: Body(4) + Edge(3) -> 7d6.hitsopen(5,6)=1 6P applied

a painful squek was heard  of the hound as the bullets pierced his muscles.
« Last Edit: <02-12-12/0417:37> by Sentinemodo »
Sorry for a small delay ;)

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Sentinemodo

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« Reply #655 on: <02-11-12/1906:15> »
Fire spirit imploded for a split second to emit a focused bolt of fire toward Lips.

Quote from: ooc
complex action, Astral attack Willpower(5) + Astral Combat(5) -> 10d6.hits(5)=3
DV: 5P

Lips is up
Sorry for a small delay ;)

Denver Missions
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runners: Caretaker Jerry

Larzarus

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« Reply #656 on: <02-11-12/1926:40> »
Quote from: ooc
I assume, Lips can use astral combat to defent himself too?
Astral Combat 4 + Int 5 = 5 hits
Since his flaming sword is gone with the weapon foci, Lips answer that attack with an old-fashion mana bolt. And also give own fire spirit the comant to support him in this battle.

Quote
Overcasting: Force 4 --> Drain: (4+3)/2 = 3

Spellcasting: 3 hits
DV: 4P + net hits
Drain Res: 4 hits
0 damage (don't know how Fetishs work under BC, so I don't use them for now)

Sentinemodo

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« Reply #657 on: <02-12-12/0431:42> »
Having deflected the bolt from elemental without much problem, Lips launched his own spell, but it seems it had no effect. The moment the spell had reached it's target a protecting net appeared. A astral thread flashed for a second between the fire spirit and the guardian spirit.

Quote from: ooc
spirit spell resist: Willpower(5) + Counterspelling( 8 ) -> buying 3 hits

Lips own spirit rushed to help
Quote from: ooc
Astral Combat(2) + Willpower(2) + FriendsInMelee(1) -> 5d6.hits(5)=3
Spirit defense Astral Combat(5) + Intuition(5) -> 10d6.hits(5)=4 deflected

Quote from: ooc
fetishes work normally. AFAIK, they have no ratings, so they are not affected by BC
« Last Edit: <02-12-12/0434:57> by Sentinemodo »
Sorry for a small delay ;)

Denver Missions
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Sentinemodo

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« Reply #658 on: <02-12-12/0442:02> »
Hellhound run and hide at the far end of chamber
Quote from: ooc
complex action infiltration -> 8d6.hits(5)=3

Guardian spirit moves forward into melee range to close the entry to the chamber with his size
Quote from: ooc
free action, walk


Quote from: ooc
CT #1 IP #1
initiatives
[Enrico's Guardian Spirit 21][Omar (matrix) 17, remainign free action][Sam 14, remaining free action][Enrico's Fire spirit (astral) 14][Lips (astral) 13][Hellhound 13][Enrico 13, remaining complex action][Fractal 5, remaining free and simple][Lips' spirit (astral) 2]

Enrico delays his action until next IP

you have some free actions remaining, Fractal has also a simple remaining. unless you decided to do something we move to next IP, generaly Fractals'up
« Last Edit: <02-12-12/0444:44> by Sentinemodo »
Sorry for a small delay ;)

Denver Missions
concluded 01 02 03 04 05 10 09 11
running 13
runners: Caretaker Jerry

Kouryuu

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« Reply #659 on: <02-12-12/0604:57> »
"Everybody get back, too dangerous here." Sam Called to the team, knowing the fight straight on was lost, the only way they can do something is to take the mage out in other ways
Prepare for the worst, hope for the best and expect nothing!
Matrix;speaking;thinking;ExternalSourcesLink
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