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[IC] Dawn of the Artifacts: Dusk

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Thermo

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« Reply #271 on: <07-14-12/2004:24> »
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

remember that your second burst suffers from a -2 dice pool penalty since you're attacking a second target. So, you've got 8 hits on the second burst.


Thermo

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« Reply #272 on: <07-14-12/2028:26> »
@Doc T:

You barrel into the bed of the truck, jumping onto the bench so you can get a clean shot over the armored sidewall. You could have used the gunport in the side, but this was much faster and gave you a cleaner shot, especially up close to the side of the truck.

Each ghoul tries to dodge the gunfire, assessing your position and using their superior hearing to try and dodge.

Ghoul Dodge: Rea(5)+Running(2) (7d6.hits(5)=2, 7d6.hits(5)=2)

Both ghouls are hit with Ex-Ex rounds, staggering under the impacts.

Ghoul Damage Resist: Bod(7) (7d6.hits(5)=0, 7d6.hits(5)=2)

Ghoul 1 takes 13P damage, Ghoul 2 takes 15P damage

Both ghouls do lifeless faceplants on the ground as the truck rapidly accelerates and zooms away.

Thermo

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« Reply #273 on: <07-15-12/1234:27> »
@Hyena:

You walk up to the building, and try to look nonchalant right up until the moment you kick the door in. It's a flimsy wooden door without any reinforcement, so it splits in half up the middle as you feel the latch break free from its strike plate. It breaks half-way off the hinges as it swings into the small room. The orc looks at you with wide-eyed surprise and pulls a heavy-looking sidearm from a shoulder holster. He's wearing a heavy-looking armored vest with his traditional Igbo tribal colors emblazoned on the front. You note that his commlink is on the table next to a half-eaten plate of food.

Hyena, roll two initiative rolls, one with a +3 for Surprise and one normal roll for your first turn Initiative. Also make a visual Perception roll.

@Eugene:

You sit back approximately 10 yards from the door, watching as Hyena smashes the door open.

[OOC: Are you watching with normal vision or are you watching from Astral? Let me know exactly what you're keeping an eye on.]

Eugene, roll two initiative rolls, one with +3 for Surprise (you saw Hyena kick in the door), and one normal roll for your first turn Initiative. If you're watching in Astral, make a Perception roll (using Perception+Int) and an Assensing roll (using Assensing+Int)

Thermo

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« Reply #274 on: <07-15-12/1244:18> »
@Doc T:

After the fourth ghoul goes down, Jerry makes a surprisingly thoughtful suggestion about locking the gate. He drives the truck back to the gate and you hop out, weapon at the ready. You step through the unlocked gate, lock it from the inside, and try to find a way out of the junkyard over the fence. You see a stack of scrapped cars nearby the fence, and are able to climb them and hop over the barbed wire fence. You land in a combat roll, and jump into the back of Jerry's truck once again.

"Seems like my winning attitude is rubbing off on the grumpy little dwarf after all", you chuckle to yourself. Jerry hears you through the external audio sensors and pumps the brake, causing you to bash into the back of the truck cab. You're still smiling as the truck drives away at a thoroughly reckless pace.

Sentinemodo

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« Reply #275 on: <07-15-12/1251:45> »
As soon as the doctor locked the gate and jumped on the back of the pickup, Jerry/Cinderella started to roll again ... I guess I don't need that plate anymore, and he might want his roof back ...
@Doc T: Watchout ...

BANG !!!

the reduced strength grenade exploded, tearing apart the knits that bound the roof plates, already hammered by the ghouls they catched wind and flew away to the sides.

without the burden the truck accelerated a lot more vigorously and zoomed away leaving lifeless heaps of ghoul meat and bloodied and smoked pieces of metal
Sorry for a small delay ;)

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

Sentinemodo

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« Reply #276 on: <07-15-12/1438:22> »
Jerry/Cinderella drove toward the place he had previously marked as Shrapnel Dawgs headquarters.
Just like Doc had suggested he tried to approach the place carefully, without bringing much attention from either ghouls, nor Shrapnel Dawgs with a goal in mind to take a closer look at their security.

Once sufficiently close (less then kilometer), he contacted his partner with a video chat to his commlink.
Doc, take a look at the drone rack - see that small package attached to it? take it out and unwrap. that's a FlySpy

Once freed he activated it and remotely piloted toward the Dawgs HQ. ETA 100 seconds, any idea what to look at first? unless you want to see it yourself? Keep in mind those animal security.

I was thinking about them .... I've seen it in an movie you see... they have wider hearing range and just like we they don't like high volumes, I could try to put the white noise generator to overdrive - filter out the white noise and leave only high and low frequncies while removing safety from volume. I don't know the exact range, but that should keep them at bay. Secondary, they should be much more prone to electro/stun weapons.


OOC:
Thermo, what would be needded to juryrig my white noise generator for that purpose. I am thinking of a screamer - spheric emiter of some 10-20 meters radius, that should give enough discomfort to any animal to hint it leave us alone, and if they would still step inside that should dazzle them a bit.
I got some medicine knowledge to assess the hearing range that are above and below human hearing range, so we won't alert the human security with this screamer.
Sorry for a small delay ;)

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

Thermo

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« Reply #277 on: <07-15-12/1533:57> »
@Jerry:

You pull into the shadow of a guard tower near the airport perimeter fence. The tower has several lights pointed towards the ground to provide security against ghouls, and the pool of light cast by one of the lights allows you to work with decent lighting.

You try to think back to some of the medical trideos you watched a couple years ago that talked about how the human ear works. Something about frequencies. The show focused more on the ear itself and not the physics surrounding it.

[OOC: you can try and use your Medicine skill with a -2 penalty to get the frequency just right (the Medicine active skill is more about fixing someone's ear, not the physics around how it works). Or, you can ask Doc for some help. He can use his Knowledge skill on medicine without penalty since it's a more general skill.]

Putting the exact frequency aside for the moment, you focus on building the device in question. You can jury-rig it to emit the frequency that should distract any animals in the area (the rating of the white noise generator times two is rolled against each animal's Willpower, net hits reduce their dice pools), and you figure it'll last for about 5 minutes before burning out.

Hmmm, that's good, but you can do better. By taking the capacitors from three of your taser darts and wiring them in parallel with the battery, you can get a massive electrical charge that'll blow out the white noise generator immediately but will inflict 6S (resisted with Body) to animals that are within 10 meters. You're pretty sure that when it blows it'll be noisy as hell, and not just the animals will hear it.

Changing the frequency of the white noise generator and amping up the volume is a Complex operation and will take 8 hits to perform.

It's currently 1:00 AM

eighth circuit

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« Reply #278 on: <07-15-12/1848:13> »
Before Hyena kicks the door in, Eugene pulls his Super Warhawk and gets into a position where he can see into the building. He never gets to actually fire his gun, but it keeps him from seeming too mage-y, and he thinks it looks cool. He asks the air spirit to keep an eye out in the astral around the hut (being careful not to go into the basement), and suggests that it hide itself while doing so.

Surprise test:
Int(4) + Rea(4) + 3 (11d6.hits(5)=6)

Initiative:
Int(4) + Rea(4) (8d6.hits(5)=3) 8+3 = 11, 1 pass

Perception (physical, watching inside the house, specifically the basement door):
Int(4) + Perception(3) + mentor(2) + enhanced vision(3) (12d6.hits(5)=6)

Rolling for the spirit now:
Initiative:
Force(5) x 2 (10d6.hits(5)=3) 10+3 = 13, 3 passes (astral)
Assensing:
Force(5) x 2 (10d6.hits(5)=1)

Spirit uses concealment power on itself (-5 dice for perception tests to see it)

Eugene declares counterspelling on Hyena and the spirit.
« Last Edit: <07-16-12/0207:23> by eighth circuit »

farothel

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« Reply #279 on: <07-16-12/0128:11> »
my rolls:


surprise
surprise: 13 (init 10 +3) (13d6.hits(5)=5)

initiative:
initiative 10 (10d6.hits(5)=4)
so initiative 14, 2 IP

perception:
intuition 4 + perception 3 + enhanced perception 2 + vision enhancement 2 = 11 (11d6.hits(5)=3)

one thing I forgot in my previous post: the shot is at AP-3 (-2 from the ex-ex bullets and -1 from the weapon)
"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"

Sentinemodo

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« Reply #280 on: <07-20-12/0629:20> »
@Jerry:

You pull into the shadow of a guard tower near the airport perimeter fence. The tower has several lights pointed towards the ground to provide security against ghouls, and the pool of light cast by one of the lights allows you to work with decent lighting.

You try to think back to some of the medical trideos you watched a couple years ago that talked about how the human ear works. Something about frequencies. The show focused more on the ear itself and not the physics surrounding it.

[OOC: you can try and use your Medicine skill with a -2 penalty to get the frequency just right (the Medicine active skill is more about fixing someone's ear, not the physics around how it works). Or, you can ask Doc for some help. He can use his Knowledge skill on medicine without penalty since it's a more general skill.]

Putting the exact frequency aside for the moment, you focus on building the device in question. You can jury-rig it to emit the frequency that should distract any animals in the area (the rating of the white noise generator times two is rolled against each animal's Willpower, net hits reduce their dice pools), and you figure it'll last for about 5 minutes before burning out.

Hmmm, that's good, but you can do better. By taking the capacitors from three of your taser darts and wiring them in parallel with the battery, you can get a massive electrical charge that'll blow out the white noise generator immediately but will inflict 6S (resisted with Body) to animals that are within 10 meters. You're pretty sure that when it blows it'll be noisy as hell, and not just the animals will hear it.

Changing the frequency of the white noise generator and amping up the volume is a Complex operation and will take 8 hits to perform.

It's currently 1:00 AM

Doc, you got any fucking idea on the hearing range of the animals?
I'm thinking of building a screamer, that will keep them at bay.


OOC: logic(6) + medicine(1) - modifier(2) -> 5d6.hits(5)=2 success I guess

I guess anything above 16 kHz, shouldn't be audible by metahumans, but still would hurt the sensitive animal ears. I'll put that on 18kHz, in case there is an audiofile in that campus, and cut it beyond 25 kHz. If I steer entire generator power into those frequencies and amp the volume to the starting jet level ... yes, that should do the trick.

OOC: DataSeach(1) + Browse(5) + VR(2) -> 8d6.hits(5)=2 looking for satelite view of the surrounding area, i guess that's simple and direct research enough to use the standard data search roll and have it within 1 CT

I need a little time to break and fix this piece of shit. here ... takeover the remote control of the FlySpy and scout the fuckers with it, look at the satelite view of the area, it might be a few weeks old, but this should suffice. The drone is already by the gate. the node is hidden and communication channel encrypted, but try to limit the exposure. it's bloody useful so don't waste it.


OOC: I grant user priviledges to the FlySpy drone from Doc's access_id and send him a satelite picture that I found. I'll run the encryption program to secure the communication on my link. I'll maintain the AR connection to monitor the situation and record the view. While at that I'll slave the pickup car node to my commlink, and set it's node to hidden and encrypt the communication as well.

Done that, Jerry left the comforts of the VR environment of the pickup. One second feeling like a turck that could uproot a tree, another one a dwarf... Loosing that kind of power was always depressing so he slapped himself with a stimulant patch to improve morale. Grabbed the white noise generator and screwed it apart.

OOC: I got electronics tools with me, but the working environment isn't that perfect as at the workshop.
assuming there is no interruptions from the Doc's scouting

Hardware(1) + Logic(6) + Juryrigger(3) + Superior tools(1) - Poor working condition(2) -> 9d6.hits(5)=2, 9d6.hits(5)=3, 9d6.hits(5)=5, 9d6.hits(5)=3 no glitches along the way, completed in three intervals. assuming 30 minutes intervals, it took hour and a half to complete
« Last Edit: <07-21-12/1825:04> by Sentinemodo »
Sorry for a small delay ;)

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

Thermo

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« Reply #281 on: <07-21-12/1307:52> »
Group 1: Hyena and Eugene

Orc surprise roll: Rea(4)+Int(4) (8d6.hits(5)=3) 3 hits
Orc initiative roll: Rea(4)+Int(4) (8d6.hits(5)=5) Init: 13

CT1, IP1: Hyena: 14 (3 IP) Orc guard: 13 (1 IP) Eugene: 11 (1 IP)
Edge: Hyena: 3/3 Eugene: 2/2 Orc guard: 1/1


@Hyena:

After smashing the door to pieces and entering the room in a relaxed shooter's stance, you see your target struggling to process what just happened. You have the element of Surprise over him. You don't hesitate a moment as you fire a burst of automatic weapons fire into his chest. He is unable to dodge due to the surprise.

Damage: Rifle(6)+ex-ex(1)+short burst(2)+hits(7)=16P

(OOC: by the way Hyena, ex-ex ammo has -1 AP, not -2)

Orc guard damage resist: Bod(9)+Vest(6)+AP(-2) (13d6.hits(5)=3)
Final damage: 13P

The orc falls backwards out of his chair onto the ground. He appears to be dead.

The noise of the gunfire echoes through the space.

You look under the table and see a large black trapdoor set into the floor with an electronic locking mechanism. It looks to be fairly outdated compared to the newer locks but the overall impression is that it is still very sturdy.

@Eugene:

Your spirit sends you a telepathic message:

"The mage's watcher spirit just left the building at a high rate of speed, heading towards the setting sun"


You get the strong impression that time will be of the essence if the watcher spirit is allowed to get help. Hyena, you are standing in the room, and Eugene, you are still outside keeping watch. Your spirit of air is outside the building floating in astral space next to you.

What do you do?

farothel

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« Reply #282 on: <07-22-12/0619:58> »
"no time to do it the nice way," Hyena said to Eugene, "I'll shoot the lock, you open the trapdoor a little and I'll fire a flash bang into the basement.".

She threw the table out of the way and waited for Eugene.


OOC: I assume that I don't have to roll to shoot the lock, as I can take a couple of aim actions and I stand as close to it as is safe if you want to shoot a lock.  If you want me to roll, let me know and I'll add it in.
« Last Edit: <07-22-12/1442:25> by farothel »
"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 #283 on: <07-22-12/0931:12> »
[OOC: Just so everyone's clear, the metal door is meant for security and is armored.]

[OOC: We'll use the rules for Barrier destruction per SR4a pg. 166. The door is approximately 1m square, has an Armor rating of 8, and a Structure rating of 9.

As we all know, the rules for destroying barriers using burst fire are a little.. rough. I'm going to lay out my interpretation of the rules, and you can choose how you want to proceed. I think the whole "2 DV per bullet, ignore AP" rule is stupid. That means that a .22 rifle and a Barrett do the same damage. Not gonna happen.

Roll to attack using the Point Blank modifier (+2 dice). The armor is considered to be Hardened, so you'll need to exceed the Armor value without the benefit of burst fire DV mod in order to penetrate it. AP modifier applies. The door will do a damage resist using twice its armor rating minus the gun's AP value. Any remaining damage will go against its Structure rating. When that goes to zero, the door is effectively destroyed.]

farothel

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« Reply #284 on: <07-22-12/1031:53> »
[OOC: Just so everyone's clear, the metal door is meant for security and is armored.]

[OOC: We'll use the rules for Barrier destruction per SR4a pg. 166. The door is approximately 1m square, has an Armor rating of 8, and a Structure rating of 9.

As we all know, the rules for destroying barriers using burst fire are a little.. rough. I'm going to lay out my interpretation of the rules, and you can choose how you want to proceed. I think the whole "2 DV per bullet, ignore AP" rule is stupid. That means that a .22 rifle and a Barrett do the same damage. Not gonna happen.

Roll to attack using the Point Blank modifier (+2 dice). The armor is considered to be Hardened, so you'll need to exceed the Armor value without the benefit of burst fire DV mod in order to penetrate it. AP modifier applies. The door will do a damage resist using twice its armor rating minus the gun's AP value. Any remaining damage will go against its Structure rating. When that goes to zero, the door is effectively destroyed.]

What about just the lock?  I'm not going to try to shoot the whole door, just destroy the lock and then open the door.  It should be easier and faster.  :)
"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"

 

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