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[IC] Missions 2 - Rising Sin [concluded]

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Sentinemodo

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« Reply #390 on: <02-10-13/1551:35> »
Dobbey follows the waypoints, breaks throught window into the corridor and moves towards stairway.

Dobbey breaks in.

Quote from: ooc
ambush roll please
guard closer to the window rolls: 8d6.hits(5)=3
Sorry for a small delay ;)

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

Sichr

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« Reply #391 on: <02-10-13/1643:52> »
Dobbey enters...
Pilot(3)+Response(4)+Ambush(6) (13d6.hits(5)=8)
Quote from: OOC
5 nethits. Critical success :)
...
and catches guard...completely off-guard.

As it speeds down the corridor, two sillenced bursts send surprised guard dancing in the sparks of electric bolts:
Pilot(3)+Targeting(3)+Smartgun(2)-Running(2)+Point Blank(2) (8d6.hits(5)=1, 8d6.hits(5)=5)

Burst DV=8S(e)
« Last Edit: <02-10-13/1652:39> by Sichr »

Sentinemodo

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« Reply #392 on: <02-10-13/1710:23> »
Well those were automated actions of the hound pack. Omar himself was up to something else.
Nanosecond stretched, as Omars consciousness jumps into the Dalmatian above. Threat indicators for individual targets reveals single fact, that leads to the only possible course of actions:
Geek the mage first!

Sensor(6)+Gunnery(4)+VR(2)+Rig(2)+Smartgun(2)+TacNet(2) (18d6.hits(5)=5)
Vision enhancement(+3) (3d6.hits(5)=1)
DV8 AP-7

suppressive fire, was enough to tip the mage, so he has his chance to defence (jumping behind the bystander in the queue).

Quote from: ooc
vision enhancement removed the distance modifier
defence: Reaction(3) -> 3d6.hits(5)=1
Damage Value 8P + 4 net hits -> 12P, resisted with ballistic armor - Auctioneer Business Suit (5/3), but nullified by gun
Damage Resistance Body(5) + Edge(3) -> 8d6.hitsopen(5,6)=2

... but he didn't reach the safety, as death from above took him sharply
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 #393 on: <02-10-13/1716:06> »
Dobbey enters...
Pilot(3)+Response(4)+Ambush(6) (13d6.hits(5)=8)
Quote from: OOC
5 nethits. Critical success :)
...
and catches guard...completely off-guard.

As it speeds down the corridor, two sillenced bursts send surprised guard dancing in the sparks of electric bolts:
Pilot(3)+Targeting(3)+Smartgun(2)-Running(2)+Point Blank(2) (8d6.hits(5)=1, 8d6.hits(5)=5)

Burst DV=8S(e)

Quote from: ooc
can't defend, so straight damage resistance rolls:
Body(4) + HalfImpact(2) -> 6d6.hits(5)=2, 6d6.hits(5)=2
this is 14S -> 10S + 4P
and automatic knockdown

to the cacophony of shots, a short, broken shriek was added at the first floor
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 #394 on: <02-10-13/1753:17> »
Quote from: ooc
tactical update after guards move - those outside run toward shooters, the one standing indoors, moved inside, Lips, crawled to the alley and bystandanders spread.


those with more then 1 IP can post their actions.
Sorry for a small delay ;)

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

Netzgeist

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« Reply #395 on: <02-11-13/1120:11> »
Quote from: Initiative
Since Fractal can clearly listen to the shots and shouts of the upper floor, I'm considering him to be under effects of Combat Paralysis.
Normal Initiative = 3 (Reaction) + 4 (Intuition) - 2 (Wounds modifiers) = 5 dice
Under Effects of Combat Paralysis = 5 / 2 = 2 dice = no hits, no glitch
Initiative  for this CT is 2, so Fractal is pretty much the last guy to act

Seeing that the lights went dark and feeling his best chance to escape is that one, Fractal uses the time he has to run towards the staircase. He hums a ultrasound symphony, and, like a whale, avoid the obstacles while searching for a way in the deeps (of the basement floor).

Sichr

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« Reply #396 on: <02-11-13/1433:50> »
2nd IP:

Mouse, I`ll take care of the violence for now, well I need you to hack the Gridtm and prepare the escape route for us...and stop or delay incoming reinforcements. Just be creative, I know you will like it. Ill send waypoints once you are in.

Since other significant targets are out of sight now, with the speed of thought Omar`s consciousness relocates and Omar becomes invisible dog on the warpath. This is what it feels to be Dobbey. And it feels good.

He bounces of the floor, using not just floor, but also gecko pads and walls to get the momentum and right direction, speeds around the corner and crushes into guard, resembling real doberman jumping on its prey:

Ground/Remote control(5/7)+Resp(4)+VR(2)+Rig(2)+Nanites(3)+Handling(0) (18d6.hits(5)=8)

Landing should be safe...
Ground/Remote control(5/7)+Resp(4)+VR(2)+Rig(2)+Nanites(3)+Handling(0) (18d6.hits(5)=7)

...and DOmarobbey continues down the stairway, leaving thug in whatever shape he ends up.

D1 continues following the order. Targets in front of the entrance were disabled, well there were more targets incomming from left and right side of the target area.Two fast leaps get the robodog into the possition, where it was able to turn the smoking barrel at those to the left, as they were closer and as such possed higher threat. Another bulletstorm swept the street, sprayed the three Yakuza goons with electric kisses.

Pilot(3)+Targeting(3)+Smartgun(2) (8d6.hits(5)=1)

As some of them were still standing, D1 continues in the "pacification" as it was ordered to:
3rd IP
Pilot(3)+Targeting(3)+Smartgun(2) (8d6.hits(5)=3)
(Two Edge+RE rolls (-1 for defense possibly applies), Thresshold 1, 3. Fail results into 6S(e))

D1: Ammo remaining (40x SnS)

D2: As powerlines went out, dogbrain almost feel something close to satisfaction.Following tactical priority list, its next shot targets the building entrance.
Pilot(3)+Targeting(3)+Smartgun(2) (8d6.hits(5)=2)

(Entrance sensors (if any, if working...) etc are subject to EMP)

Goals fulfilled, D2 starts to descent to the alley.
« Last Edit: <02-11-13/1622:57> by Sichr »

Sentinemodo

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« Reply #397 on: <02-11-13/1559:27> »
D1 continues following the order. Targets in front of the entrance were disabled, well there were more targets incomming from left and right side of the target area.Two fast leaps get the robodog into the possition, where it was able to turn the smoking barrel at those to the left, as they were closer and as such possed higher threat. Another bulletstorm swept the street, sprayed the three Yakuza goons with electric kisses.

Pilot(3)+Targeting(3)+Smartgun(2) (8d6.hits(5)=1)

As some of them were still standing, D1 continues in the "pacification" as it was ordered to:
3rd IP
Pilot(3)+Targeting(3)+Smartgun(2) (8d6.hits(5)=3)
(Two Edge+RE rolls (-1 for defense possibly applies), Thresshold 1, 3. Fail results into 6S(e))

Quote from: ooc
To suppress the entire area of the goons, three bystanders are caught in the spray.

The goons from the left use the full defense interrupt and drop down.
Reaction(5) + Dodge(3) + Specialization(2, Ranged) -> 10d6.hits(5)=2, 10d6.hits(5)=1, 10d6.hits(5)=2, 10d6.hits(5)=3, 10d6.hits(5)=3 all of them dodged easily the rushed salvo, though one had tripped (glitch) doing so. He'll have additional -1 modifier to his next action.

three bystanders also on full defense (even if it does not give them any bonuses)
Reaction(3) -> 3d6.hits(5)=0, 3d6.hits(5)=1, 3d6.hits(5)=1 One hit, two dodged.
bystander damage resist Body(3) + HalfImpact(0, armored clothing) -> 3d6.hits(5)=1 5S taken, wound modifier -1
Shock resists -> Body(3) + Willpower(3) + HalfImpact(0) - Wound modifier(1) -> 5d6.hits(5)=2 stunned for 3 turns

3IP second salvo
goons
defense Reaction(5) + Dodge(3) + Specialization(2, Ranged) - successfuly dodged (1) -> 9d6.hits(5)=2, 9d6.hits(5)=1, 9d6.hits(5)=4, 9d6.hits(5)=5 and the tripping one 8d6.hits(5)=2, 3 hits, 2 dodged.
Damage resist 6S(e) -> Body(4) + HalfImpact(2) -> 6d6.hits(5)=2, 6d6.hits(5)=1, 6d6.hits(5)=0 4, 5 and 6S taken
stun resist -> Body(4) + Willpower(3) + HalfImpact(2) - Wound Modifier(1 or 2) -> 8d6.hits(5)=2, 8d6.hits(5)=5, 7d6.hits(5)=2 two stunned for 3 combat turns, one (5S) saved

bystanders
defense Reaction(3) - successfully dodged(1) -> 3d6.hits(5)=2, 3d6.hits(5)=1, both hit
Damage resist -> 3d6.hits(5)=0, 3d6.hits(5)=2 6s and 4s taken
stun resist -> Body(3) + Willpower(3) - Wound modifier(2 and 1) -> 4d6.hits(5)=3, 5d6.hits(5)=0 6S saved, the other got heart palpitation (critical glitch) turning the 4S into 4P and stun.

summary, two out of three bystanders down and two out of five goons down

« Last Edit: <02-11-13/1603:24> 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 #398 on: <02-11-13/1605:51> »
2nd IP:

D2: As powerlines went out, dogbrain almost feel something close to satisfaction.Following tactical priority list, its next shot targets the building entrance.
Pilot(3)+Targeting(3)+Smartgun(2) (8d6.hits(5)=2)

(Entrance sensors (if any, if working...) etc are subject to EMP)

Goals fulfilled, D2 starts to descent to the alley.

Quote from: ooc
entrance maglock probably fried down
D2 descends, make a climbing roll, it is 10 meters to descend (three floors, at roughly three meters each)
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 #399 on: <02-11-13/1610:34> »
Seeing that the lights went dark and feeling his best chance to escape is that one, Fractal uses the time he has to run towards the staircase. He hums a ultrasound symphony, and, like a whale, avoid the obstacles while searching for a way in the deeps (of the basement floor).

There are some panicked moves, yelling and frightened shouts. peopel turning over tables and trampling each other.
You notice some of them (those equipped with some low light or thermo vision appliances) are behaving more consciously but even them are fairly fearful.

At the end of the hall some people start climbing up, only to hear, Stay where you are morons. and when ignored, those were followed with two LOUD semi auto pistol shots, a yell of pain and terror and the wave of people backed down. I told you to stay down.
The noise volume is starting to pain your enhanced senses.
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 #400 on: <02-11-13/1720:45> »
2nd IP:
Since other significant targets are out of sight now, with the speed of thought Omar`s consciousness relocates and Omar becomes invisible dog on the warpath. This is what it feels to be Dobbey. And it feels good.

He bounces of the floor, using not just floor, but also gecko pads and walls to get the momentum and right direction, speeds around the corner and crushes into guard, resembling real doberman jumping on its prey:

Ground/Remote control(5/7)+Resp(4)+VR(2)+Rig(2)+Nanites(3)+Handling(0) (18d6.hits(5)=8)

Landing should be safe...
Ground/Remote control(5/7)+Resp(4)+VR(2)+Rig(2)+Nanites(3)+Handling(0) (18d6.hits(5)=7)

...and DOmarobbey continues down the stairway, leaving thug in whatever shape he ends up.

Quote from: ooc
they yakuza guard was on patrol, and while there is machine gun fire outside, he could hear the shriek of his partner on the floor, also 200 of metal thumping on the floor kind of stand out from the normal sound (well the thumping is common, but rarely metalic one)
Intuition(3) + Perception(3) + sound enhancement(3) + distracted(-2) + sound stand out(2) -> treshold silenced gunfire(2), shriek and thumping(1) -> heard on autobuy.

he spent his free action to communicate and delayed rest of the actions. When doberman appeared, he used his action to jump out of his way.
normal defense would be Rea + Dodge, but since he is going full defense, he'll get double dodge
Reaction(5) + Dodge(3) + Dodge(3) -> 11d6.hits(5)=2 (not that it helps) 6 net hits, (with a speed of 10) that nets 8P (drone resists 4P, which I think is less than armor so ignored)
damage resist -> Body(4) + HalfImpact(2) -> 6d6.hits(5)=4 4P taken, -1 wound modifer

The battered guard was left behind

Quote from: ooc
tactical update for the first floor


« Last Edit: <02-11-13/1726:55> by Sentinemodo »
Sorry for a small delay ;)

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

snake_eyes

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« Reply #401 on: <02-12-13/1911:57> »
@courier sprite: scan for the district public access node and give me it's system stats, please.
Mouse then issues command>agent -r4 -exploit4, -stealth4
Loading and running the agent program he has with it first starting its exploit programs and then it's stealth. It will load the armor and attack programs afterwards.
Mouse will then merge his Denver map with current location and best escape routes.
message>agent status running
message>agent status exploit loaded
As he is compiling these entries...the courier returns 04e2:5d4a:bc56:0d24 and a list of statistics of the node and dissipates.
His exit routes compiled...message>agent status stealth loaded.

His virtual perception shifts to the public node his agent following. The agents aren't the best for hacking but their neural networks are sophisticated enough to point out the potential system flaws.
Exploit assist: agent4+exploit4=8d6.hits(5)=4 his max for assisting
Mouse going for admin: hacking4+spec2+exploit10+TM2+agent4=22d6.hits(5)=7
Spend a point of edge to reroll failures:15d6.hits(5)=5
Total of 12 successes. 1/2 edge remaining.

Sentinemodo

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« Reply #402 on: <02-13-13/0951:25> »
@courier sprite: scan for the district public access node and give me it's system stats, please.
Mouse then issues command>agent -r4 -exploit4, -stealth4
Loading and running the agent program he has with it first starting its exploit programs and then it's stealth. It will load the armor and attack programs afterwards.
Mouse will then merge his Denver map with current location and best escape routes.
message>agent status running
message>agent status exploit loaded
As he is compiling these entries...the courier returns 04e2:5d4a:bc56:0d24 and a list of statistics of the node and dissipates.
His exit routes compiled...message>agent status stealth loaded.

Quote from: ooc
CT #1 IP#1
Mouse - simple action - call sprite
Mouse - free action - trasnmit phrase -> courier
Courier - complex action - matrix perception

CT #1 IP #2
Mouse - complex action - run agent
Agent - complex action - run exploit program
Courier - simple action - transmit data
Courier - simple action - dismissess

CT #1 IP#3
Agent - complex action - run stealth program

Quote

His virtual perception shifts to the public node his agent following. The agents aren't the best for hacking but their neural networks are sophisticated enough to point out the potential system flaws.
Exploit assist: agent4+exploit4=8d6.hits(5)=4 his max for assisting
Mouse going for admin: hacking4+spec2+exploit10+TM2+agent4=22d6.hits(5)=7
Spend a point of edge to reroll failures:15d6.hits(5)=5
Total of 12 successes. 1/2 edge remaining.

Quote from: ooc
CT #2 IP #1
Grid node stats:
System 4, Firewall 4, Response 4, Signal 4 (1 kilometer)
Node is unencrypted, public access.
public account priviledges: request travel information (pathfinidng, traffic information, public transport information, weather, news, point of interest infromation), virtual tourist shows, register movement (automatic)
user account priviledges: customized versions of information available on public nodes, agent services (in queue as the resources allow): booking, taxi, virtual tourist guide

hacking attempt 12/(4+6) hits scored
hacking attempt resistance Firewall(4)+Analyze(4) -> 8d6.hits(5)=0 0/4 hits necessary
CLEAN ENTRY !!! - admin priviledges
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 #403 on: <02-13-13/1003:48> »
Quote from: ooc
CT #2 IP#1
initiative rolls:
goons left: 8 + 8d6.hits(5)=4 -> 12
goons right: 8 + 8d6.hits(5)=3 -> 11
goons inside, ground level: 8 + 8d6.hits(5)=5 -> 13
goon doors, wounded, 7 + 7d6.hits(5)=3 -> 10
goon first level, wounded, 7 + 7d6.hits(5)=3 -> 10
goon casino level, 8 + 8d6.hits(5)=5 -> 13
Katsua, 8 + 8d6.hits(5)=2 -> 10
Lips, 8 + 8d6.hits(5)=2 -> 10
all goons and Katsua have 1IP

missing initiative rools, Snake, agent, Omar, dalmatian, D1, D2, Dobbey, Fractal
[Snake, agent, already done for that IP matrix 3IP][Dobbey 3IP][Omar matrix 3IP 16][goon casino 13][goons inside 13][goons left 12][D1 3IP 11][D2 3IP 11][goons right 11][Dalmatian 3IP 10][Lips 10][goon doors 10][goon first level 10][Katsua 10][Fractal 6]
« Last Edit: <02-13-13/1246:44> by Sentinemodo »
Sorry for a small delay ;)

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

Netzgeist

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« Reply #404 on: <02-13-13/1126:14> »
Quote from: Initiative roll
4 (Intuition) + 3 (Reaction) - 2 (Wound modifiers) = 5 dice = 1 hit, no glitch
Fractal's initiative for CT#2 = 6. Guess he will be the last to go.

 

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