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[IC] Dawn of the Artifacts: Dusk

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eighth circuit

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« Reply #255 on: <07-02-12/0940:20> »
Having learned all he can, Eugene drops the spell and turns his senses back to the real world. He looks at Hyena with a grim face.

"Looks like trouble. One ork just inside the building, probably a henchman. In the basement there's a an ork mage and two women, involved in some sort of a ritual. I do not think this ritual is benefitting the women. The mage might be too powerful to go toe-to-toe with, but if we can get the drop on him we might win out. If you want to go after them I think it would be best to take care of the henchman."

OOC: Thermo, you didn't mention but I forgot to ask: Any wards or mana lodges?

Eleven

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« Reply #256 on: <07-02-12/1756:39> »
The Dwarf has panache' granted, but maybe wants to make to much noise for the situation thought Doc.  Best to clear the area as quietly as possible. 

While Jerry was applying the finishing touches, Doc crept up to the gate to open it  - ideally without alerting any in the neighborhood.

Agility 7 + Infiltration 4 + Urban specialization 2 (13d6.hits(5)=9)  [OOC:  How 'bout them apples?!?  ;D ]

soundlessly Doc T worked the chain through the door, moving it one link at a time...





Thermo

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« Reply #257 on: <07-02-12/1826:56> »
@ Eugene:

You don't see any other astral constructs around the building; they probably don't expect trouble since they're trying to stay discreet with whatever they're up to

@Doc T:

You move as silently as an American Indian ghost ninja. The gate is unlocked and the hasp has been opened so all it will take is a push to open the gate.

farothel

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« Reply #258 on: <07-03-12/0726:56> »
"Only two guys shouldn't be to much or a problem then," Hyena said, "we storm in, I blast a couple of rounds in the guy on top and you stunbolt the mage, if you can cast that one.  Better not starting to fire ammo in the basement to avoid ricochets to hit the women we're trying to save.  Any spirits you've seen?"

As she was going against orks, she swapped the clip in her riffle for a clip of Ex-ex rounds.  Against orks that was the better option and ammo was easily available here.

"Let's first do a quick recon," she added.  She went back towards the door, looking around if anybody was watching the house.  She'd rather not have reinforcements show up too quickly.  She did the same with the astral to make sure they didn't have spirit watchers at the house.  Technology would be limited, as most of Lagos didn't have contineous wireless or even power.  If you saw the level of technology at the airport, she knew she didn't have to worry about it too much outside of Festac town and Victoria Island.  She did however look around for cameras as well.  No sense in getting sloppy as that would get you dead very quickly.


perception to see if anybody is watching the house and presence of cameras pointed at the house or at the door of the house.
intuition 4 + perception 3 + enhanced perception 2 + vision enhancement 2 + hawkeye 1 =12 (12d6.hits(5)=5)

astral perception to see if any spirits are watching the house.
intuition 4 + assensing 3 + enhanced perception 2 =9 (9d6.hits(5)=2)
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute"

eighth circuit

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« Reply #259 on: <07-03-12/1106:15> »
"One spirit in the basement--just a watcher. Didn't notice any others."

Eugene didn't like the idea of dueling it out with this mage. Sure, maybe he was just some old creep who liked to torture young women. Or maybe he was a combat mage. No use risking the latter. "I'm going to call for some backup. Got a spirit in mind who can zap this mage good! After you take out the guard, he'll surprise the guy downstairs, and we can go mop up if necessary."

While Hyena did her recon, Eugene briefly remained out of sight. He'd be calling a powerful spirit, so he thought best to prepare himself first. After using his magic to enhance his favor in the spirit world, he lifted his hand to the sky and called forth a spirit of air.

OOC: (lots of dice rolls coming)
Casting Increase Charisma at force 5:
Magic(5) + Spellcasting(5) = 10 (10d6.hits(5)=1)
Charisma(4) + Willpower(5) + focused concentration(1) = 10 (10d6.hits(5)=4)
Drain resisted, but crappy spell! Gonna drop that one and try again:
Magic(5) + Spellcasting(5) = 10 (10d6.hits(5)=2)
Drain Resistance (10d6.hits(5)=4)
Bad rolls today :( I'll keep this one I guess. Drain resisted.

Summoning a force 5 spirit of air:
Magic(5) + Summoning(5) - sustaining(2) = 8 (8d6.hits(5)=4)
Summoning resistance (5d6.hits(5)=1)
Drain resistance, with +2 Cha (12d6.hits(5)=2)
Looks like that extra die made a difference!  :D No drain.

Force 5 Spirit of Air, 3 services owed. Optional power energy aura (Smoke--from Street Magic) Increased Charisma dropped.
Is it currently after sunset? Will I have this spirit all night, or lose it shortly?


Swirling currents of air came together on the astral plane, creating a humanoid form in the sky that reached out and grabbed Eugene's hand. Its features were obscured by a heavy mist surrounding it. Hello Eugene, I am a spirit of the fog which sinks from the sky and smothers Lagos on cool nights. How may I assist you?

I need your help, foggy, to defeat a fellow magician. This guy might be trouble, but he should be no match for the two of us. The plan is that we will cause a distraction, while you sneak up and smother him. Stay on the astral for now and stand by for my order.

Eugene crept over and did a search around the other side of the house. After that he met back up with Hyena.

Perception (12d6.hits(5)=5)
Astral Perception (8d6.hits(5)=5)

Thermo

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« Reply #260 on: <07-03-12/1705:14> »
@Hyena:

You pop in the magazine of ex-ex ammo and cycle the receiver to chamber the first round. Safety off.

You scan the area for cameras, but you don't see anything out of the ordinary. You're not terribly surprised - the Matrix in this area is so hit-or-miss that almost nobody relies on wireless signals, and the power is so hit-or-miss that nobody relies on anything that runs off electricity except for maybe a light bulb in an overhead fixture. Come to think of it, everyone has lanterns and candles, so even that can't be counted on.

You switch to astral viewing but don't see anything of interest.

@Eugene:

Your spirit gives a bounce that you can only assume is a nod, and settles itself into the astral plane. It looks to be comfortable in its astral form; you know from experience that most spirits of Air hate materializing to the physical plane due to the amount of concentration it takes them to take physical form.

"Ssssmmother him. Yessssss.", the spirit says telepathically.

You take one last look at the house but don't see anything out of the ordinary on either the physical or astral plane.

[OOC: It's 6:30 PM now; your spirit will last until dusk turns to night, which occurs at approximately 7:30. Incidentally, that's about the same time as the ghouls start coming out...]

Eleven

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« Reply #261 on: <07-03-12/1741:29> »
Subvocally Doc called Jerry "I've got the gate ready to slide open, lets not leave the Ghouls easy access to your friend's shop...when you're ready let me know and open and close it as fast as possible.  Just hold for a moment or two and I'll hop in the back."

Doc settled in to wait by the door for Jerry's signal.  He double checked that all his weapons were locked and loaded before taking a quick pull on the extra fine bottle of Cascade Mountain Whiskey.  Slipping that back into his kit bag, he switched his vision over to low light and turned his hearing up to max in an attempt to hear if anything was on the other side of the wall.

Intuition 3 + Perception 1 + Earbuds with Audio Enhancement 3 = 7 (7d6.hits(5)=1)

Straining to hear as much as possible, Doc T settled in to wait on the angry Dwarf.

Thermo

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« Reply #262 on: <07-06-12/2020:25> »
@Doc: You stand next to the rusty metal gate, straining to hear the scrabbling sounds that all ghouls somehow seem to make. You can't hear a fragging thing, as it seems like all you're hearing are the echoes of the faint noises made by Jerry as he climbs into the truck. The goal is to heave the gate open just as Jerry zooms through, throw the gate shut, have Jerry brake just enough for you to catch up without stopping, and leap into the back of the truck.

Gee, no sweat, you think to yourself.

[OOC: Throwing the gate open is the easy part; doing it in sync with Jerry is the tough part. Make a roll with (Rea+Int+Edge) to beat a target score of 3. Then roll (Agi+Str) with a target score of 3 to catch Jerry and jump cleanly into the bed. The results of failure on either roll.. well it kinda depends on just how badly you miss it]

Thermo

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« Reply #263 on: <07-08-12/1743:29> »
@Jerry:

You hop into Cinderella and position her approximately 40 meters away from the gate. Doc T takes his position at the gate and waits for you to approach before he whips it open. You quickly realize that you need to make a decision on how to drive with the truck this way; since you can't see outside the windshield, you'll need to either use full VR, use your AR interface, or poke your head out the window. [OOC: if you use AR or VR you'll incur a -1 penalty to all rolls since some of the sensors are blocked, if you poke your head out the window and pilot the vehicle as normal you'll avoid penalties but you'll be exposed].

You're 40 meters away from the door. You estimate that if you stomp on the gas, you'll be moving at 30 m/s by the time you clear the gate. More than fast enough to smash some ghouls. You'll need to get down to 5 m/s to allow Doc to catch up and jump in (he can probably run around 8-9 m/s at a sprint). He'll have to cover 20 meters of ground to catch you. Then it's time to shoot any stragglers.

[OOC: make a skill roll (target: 3) using your appropriate pilot skill, depending on how you're driving the car (AR, VR, manual).]

Sentinemodo

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« Reply #264 on: <07-08-12/1750:52> »
Here I come ... Jerry climbed to the pickup cabin, fastened safety belts and sinked into the VR console of the rigged car.
Slowly he accustomed himself to the new body. It always took some time, like trying on new pair of shoes, but much more so.
He was no longer short, no longer was a freaking accident on the genetic evolution path, no longer weak. He felt his engine ... so much power ... there was something leaking in the right turbine, but a minor issue he noted  for further inspection. He felt his cameras and sensors it was like opening eyes after long sleep, painful at first, but quickly adapted to his neural structure... Doc was ahead, by the gate - signalling, behind him the radar picked up movement, thermal cameras indicated targets more precisely...

so so slowly, Jerry / Cinderella rolled ahead, the noise kept at the minimum, after few meters when he felt the grip better he waited for the final signal. I'll be turning right after the gate, you'll have one second to close the gate, and one to jump in the back. if you fail, I'll make a wheele - I'll be turning in place burning tires,  you'll have more chances to jump on but so will the ghouls, so try to be quick about it.

When the signal came, (Jerry / Cinderella)'s engine went high gear. With a lamps still off he sped toward the gate. Having it open for Doc was easy, so right after passing the fence he turned right, and flared the front lights for added confusion. Oh the fucking joy! I love this baby !!!

EDIT: Jerry/Cinderella rammed first ghoul before it had a chance to react. With second slightly to the right, Jerry/Cinderella steered in his direction to ride him over as well.

OOC:
I assume, the full speed turn right EDIT: to hit the ghoul require vehicle test,
Treshold 2 - from the treshold you gave there is -1, due to piloting through VR
Reaction (7) + Pilot Ground Craft (3) - Handling(1) + Control Rig(2) - Sensors blocked modifier (1)-> 11d6.hits(5)=5
I've rolled second before your post - [2,2,5,4,6,5,2,1,6,1,6] = (5), scratching the last dice, I still get 4 hits.
« Last Edit: <07-15-12/1235:09> by Sentinemodo »
Sorry for a small delay ;)

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

Eleven

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« Reply #265 on: <07-09-12/1943:37> »
As Jerry's technical started moving, Doc thought to himself  - Here goes nothing, lets hope Jerry doesn't choose this moment to get sensitive about the short jokes.  As the "Car" approached he tensed and slid the gate open tensing so he was ready to slam it closed the very moment the car cleared the gate. in the few moments he had a view out of the gate Doc quickly scanned for immediate threats.

Roll to look for Ghouls:  Intuition 3 + Perception 1 + Visual Specialization 2 + Vision Enhancement 3 =  (9d6.hits(5)=6)

As the "car" cleared the gate he tried to close it so no wandering Ghouls could get in to the shop.


Roll to Open and quickly close gate - Reaction 8 + Initiative 11 + Edge 3 (22d6.hits(5)=5)


As soon as Doc closed the gate he quickly dashed after Jerry before the dwarf had a chance to pick up too much speed.   he leaped towards the bed of the truck before it could get away...


Agility 7 + Strength 3 (10d6.hits(5)=5)



The moment he got in the back Doc muttered a terse "I'm in, lets roll" subvocally.  At the same time he steadied himself and brought his carbine up to his shoulder. 






farothel

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« Reply #266 on: <07-11-12/0824:35> »
"Let's go then," Hyena said as she walked up to the door, just as to walk past.  Just before she reached it, she used her adept boosts.  Her rifle was already on burst as it was the default setting she always had it on.
"Ready," she said to Eugene just before she kicked against the door and fired a burst to the orc at the table as soon as it swung open.


boost agility and strenght:
magic 5 + boost 1 =6 (agility=1, strenght=2) (5d6.hits(5)=3, 5d6.hits(5)=1)

agility 8, strenght 4

drain 1 in both cases:
willpower 3 + body 5 =5 (agility=1, strenght=2) (8d6.hits(5)=4, 8d6.hits(5)=4)
no drain

kick open the door (assuming body + strenght here, if other let me kow)
strenght 4 + body 5 =9 (9d6.hits(5)=3)

assuming surprise, I can fire one short, narrow burst (no recoil, I have enough recoil compensation on the rifle).
agility 8 + firearms 4 + smarlink 2 =14 (14d6.hits(5)=7)
That gives 14P damage, assuming no dodge
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute"

Thermo

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« Reply #267 on: <07-14-12/1818:57> »
@Jerry:

As you floor the truck, you feel the motor humming as it revs up to red-line RPM's. It feels good; you can feel the carbon buildups on the cylinder walls begin to get polished smooth, and you can smell the exhaust's composition as though it was the smell of meat roasting on a spit. The truck zooms forward, and as the door opens BAM!! you feel something soft and yielding get thrown to the side. You turn to the right and see another glowing red thermal blob and aim right for it. You steer accurately and WHAM!!! you hit it. You slow down enough for Doc T to scramble into the back, and you notice that there are two more of organic blobs showing up on your thermal camera to your left. You begin to tense as they come streaking closer, and floor it to try and get away.

[OOC: You hit the first ghoul automatically since he was surprised and had no chance to get out of the way. The second ghoul sees you coming and tries to dodge. I'm using your previous roll for the right-hand turn as your attack roll against the second ghoul.]

Ghoul 2 Dodge: Rea(5)+Dodge(0) (5d6.hits(5)=2)

Speed at straightaway = 30 m/s (90 m/turn)
Speed at turn = 15 m/s (45 m/turn)

vehicle is considered to have a ram plate, which raises the damage category by 1 (from SR4a pg 169)

damage to ghoul 1 = body*3 = 42P (holy crap!)
damage to ghoul 2 = body*2 = 28P (holy crap!)

Both ghouls are completely splattered.

Your truck now has to roll against the ramming damage (half of the base pre-ramplate damage done to the ghouls):

damage from ghoul 1 = (body*2)/2 = 14P
damage from ghoul 2 = (body)/2 = 7P

armor helps against this damage, so each roll will be resisted by armor(10)+body(14) = 24 dice

I'm ruling that the ramplate adds 33% to your vehicle's base damage boxes for the purposes of ramming only. Therefore your vehicle has 15 damage boxes for normal damage and an extra 5 for ramming. Once the ramplate has run out of damage boxes, it's still attached but it's pushed up so far against the frame that it no longer adds any additional protection.

Truck damage resist 1: (24d6.hits(5)=11) = 3 damage [you got lucky here]
Truck damage resist 2: (24d6.hits(5)=5) = 2 damage

The ramplate absorbed the damage but is now mangled and useless.

Beginning of Turn 1: Jerry, roll initiative

Thermo

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« Reply #268 on: <07-14-12/1828:47> »
@Doc T:

You slam the door open as Jerry goes whizzing through. In the split second between opening the door and having your vision blocked by the big red truck, you see a filmy-eyed ghoul sniffing the air right outside the gate. It never sees the truck coming, and you hear a loud THUMP as it is run down by the truck. Without hesitating, you run through the gate and slam it behind you. You have no way to lock it, and you can only hope that the owner of the junkyard will be safe. At least it will prevent some crazed ghoul from wandering in randomly and sniffing him out.

Once the truck is clear of the gate, you see it take a sharp right-hand turn and slam into another ghoul. This one tries to dodge, but it didn't stand a chance. It bounces sideways off the ram, rolling head over heels for at least 20 meters before stopping in a twisted heap, bones poking out of its nasty skin in all kinds of weird angles. There is no doubt that both ghouls are dead.

As you run towards the slowing truck, you see two more ghouls making a run for the far side of the truck. They're heading straight for the drivers side window where Jerry is sitting, totally unable to defend himself if they get past the truck's window. You leap into the back of the truck in a single jump, unlimbering your carbine from its shoulder strap to bring it to bear on the ghouls.

Beginning of Turn 1: Doc T, roll initiative

Eleven

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« Reply #269 on: <07-14-12/1900:47> »
initiative Roll:

Initiative 11 (11d6.hits(5)=4) so Intiative 11 + 4 hits = initiative of 15

before he can even think to do it, Doc T brought his carbine up to his shoulder and fired a quick burst into each of the ghouls sneaking up on Jerry.

Simple Action - shot at Ghoul 1:  Short burst EX EX ammo

Agility 7 + Firearms Group 4 + Reflex Recorder 1 + Smartgun 2 = 14 (14d6.hits(5)=4)

Damage = 6p plus 1p EX EX plus 2p short tight burst, Ap -2

 Free action - take aim as free action on Ghoul 2
Simple Action - shot at Ghoul 2: Short burst EX EX ammo
Agility 7 + Firearms 4 + reflex Recorder 1 + smartgun 2 + take aim 1 (all recoil compensated) (15d6.hits(5)=9)

Damage = 6p plus 1p EX EX plus 2p short tight burst, Ap -2



 

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