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[IC] Hong Kong adventures

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eighth circuit

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« Reply #60 on: <04-25-12/1647:58> »
Grind

The hallway is empty now that the group has entered the apartment unit. The door is a scraped-up wooden door with with a plain mechanical lock (this building appears to date to the early 21st century, at latest).

Gonna wait a little more what goes on in the apartment--wanna see what Grind does first

Frostmane

You grin sheepishly, then, focusing as intently as you can, you cut out a pocket in the mana for the man to slip through. He gets up with a pleased look on his face, grabs the barista, and carries him back to the cafe. The barista speaks very quickly to you in Cantonese--you assume he's thanking you.

The meathead then walks over to the ork kidnapper, still on the ground, and  stomps on his throat. The ork, however, manages to pull himself together and rolls out of the way in time. He then gets up and runs toward the car, grabbing the elf and dragging him along with him.

I'm gonna give these guys one combat turn to escape. No need to roll initiative--just take your three passes and assume they're not gonna do anything but run and get in the car.

vinnmun

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« Reply #61 on: <04-25-12/1901:41> »
Grind walks pass the door and stays a few meters away from it and waits with the bow in hand and switches his arrow to an explosive tipped one, if he needs to bust down the door. He'll simply wait in whatever shadow he can stand in.

infiltration (4d6.hits(5)=2)
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All4BigGuns

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« Reply #62 on: <04-25-12/2025:22> »
With the two would-be kidnappers now running toward the car, Frostmane ceases sustaining her spell and clasps the combat fetish again, unleashing a stunbolt at the one closest to the car while calling out to the 'meathead'--not using that term of course--to 'take care' of the second assailant.


Force 7 Stunbolt casting--with sustaining penalty gone: 14d6.hits(5)=4

Drain Resist (2P): 12d6.hits(5)=1
  Blew my gamble a bit, but a couple days and all should be fine, maybe a few hundred at a local clinic.
« Last Edit: <04-25-12/2038:01> by All4BigGuns »
(SR5) Homebrew Archetypes

Tangled Currents (Persistent): 33 Karma, 60,000 nuyen

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« Reply #63 on: <04-26-12/0030:29> »
Frostmane

The ork (closer to the car) stumbles a bit but stays on his feet, and dives into the getaway car through an open window. The elf, noticing the meathead coming after him, turns while still running and unloads his SMG your way. The meathead manages to avoid getting hit, but trips and falls over.

Defend against supressive fire (reaction+edge -injury modifiers, +dodge for full defense). You only need one hit, but if you don't get it resist 5S damage.

Kitten

You climb into a corner of the ceiling and watch the three gangers, Fong, and the man they called Cheng. Cheng is a well-built human with a large, bald head and tattoos running up his neck.

Fong finally opens his mouth. "What did you bring me here for? What is this all about?"

"You'll shut up if you know what's good for you," says the stocky mohawked ganger. He pushes Fong down onto a ratty couch, and turns to Cheng. "They'll probably come by for him tomorrow, not sure when."

"I wish you hadn't brought him here," says Cheng. "I told you, I've been trying to keep a low profile. And there are four of us here now. Bad luck." He walks across the room and pulls a sword out from an umbrella stand. He comes back toward the others.

"Ha! You still haven't given those spirits their whiskey back?" says the driver.

"Don't worry about that, I'll deal with them another time. For now," Cheng suddenly looks at you, "we've got your interloper to deal with!" He points his sword at you as he speaks, then lunges toward you.

initiative time!

Grind

You hear some Cantonese voices inside the apartment, then some commotion.

roll perception (hearing) and Cantonese language

Mirikon

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« Reply #64 on: <04-26-12/0645:00> »
Initiative 11, 3 passes
9d6.hits(5)=2
Greataxe - Apply directly to source of problem, repeat as needed.

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vinnmun

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« Reply #65 on: <04-26-12/0728:48> »
Grind listens in a lot better....

Hearing Perception (7d6.hits(5)=2)

4? 1 and 3 chances there's a mage, i'll take my chances than... Grind steps to get a better angle and aim for the door with the explosive tipped arrow in the noch and readied back.

intitiative (8d6.hits(5)=4) 12 init, 3 passes
« Last Edit: <04-26-12/0734:56> by vinnmun »
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« Reply #66 on: <04-26-12/1544:03> »
Kitten

Initiative:
Cheng 13 (2 passes)
Kitten 11 (3 passes)
3 Other 289s 7 (1 pass)


Cheng leaps toward you and thrusts his sword upward. However, he slips on an empty bottle on the floor, sending him off balance, and after his attack he tumbles to the ground.

Melee defense: he got two hits (and a glitch!). You may use superior position. Base damage 6P, 0 AP.

Frostmane

The elf, satisfied to get you off his back, also dives into the car, but not before finishing off his clip in your direction. The car squeals its tires and tries to drive away. Unfortunately for its passengers, the back of the car fishtails and slams into the curb. One of the tires starts smoking and then blows. You hear someone in the car shout, "Goddamn computer!"

I'm assuming you dove for cover. You get one more pass this turn, but if you come out you have to resist suppressive fire again with 2 hits, and now there's a -2 visibility modifier to cast on someone in the car. Otherwise roll initiative again, unless you just want to let them to get away.

Mirikon

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« Reply #67 on: <04-26-12/1637:56> »
Kitten easily avoids the clumsy blow and whips out her trusty silenced Ares Predator, taking aim at the closest of the two goons, who had picked up Fong pumping out two rounds in rapid fire. She hadn't wanted this to devolve into a firefight, but it looked like she wasn't going to be given much of a choice. Best thing she could do is to end it as quickly as possible.

Reaction 6 + Dodge 3 + Reakt 2 = 11 dice. 4 hits.
11d6.hits(5)=4

Quickdraw (3), got 6.
12d6.hits(5)=6

Shot 1. 6P, -2 AP. 5 hits.
14d6.hits(5)=5
Shot 2. 6P, -2 AP. 6 hits.
14d6.hits(5)=6

Integral silencer means they have a -6 to Perception to find source of shot.
Greataxe - Apply directly to source of problem, repeat as needed.

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« Reply #68 on: <04-26-12/1745:44> »
Menzo

Frank gives you an address in Hong Kong Island, just east of Happy Valley.

You tell the woman that you've been invited to a magical spectacle, and she is welcome to come. She is excited and agrees to come along. You introduce yourselves. She says her name is Linda.

Your shift finishes up in a couple hours, and you make a cool two hundo in tips. You and Linda hop on the MTR. When you come up the streets aren't as crowded--it's now late enough that things have gotten a little quieter. You arrive at the address and are greeted at the door by a spirit. He seems to have been expecting you, but maybe that is just the way with spirits. "Come on in," he says, "it's starting soon."

Inside, down a short hall, is a large room with a wooden stage on one end. Everybody is seated on the floor, except for some spirits in the crowd, and a few magicians who are levitating themselves. You sit down and another guest asks if you have any deepweed. "You're gonna wanna be astral for this, trust me," he says.

All of the dialogue and singing is in Cantonese, so you have a hard time understanding everything. However, the play is so astrally vivid that you're easily able to pick up on the emotional content.

The Play:


Act I

The play begins with a man walking through a miniature city. Otherworldy voices chant in a soft fugue. As he climbs a small hill, the buildings slowly grow to proper size, and he enters a luxurious palace. Suddenly, he becomes old and feeble. He picks up a box resting on a mantle. He opens the box and is sucked into it.

A small girl comes and sees the box lying on the ground. She opens it. Green smoke rises up out of the box, and as she breathes in the smoke enters her body.

Act II

You are treated to scenes from the girl's life as a young woman. She has become an actress, the most beautiful and powerful woman in the land. Legions of fans adore her, and she leads a life of opulence and decadence. She meets a man--played by Frank--who falls in love with her, though she resists his advances. Frank sings many songs and performs miraculous feats, such as walking on his fingertips, to impress her, but to no avail.

Act III

The woman's behavior becomes erratic. She dares others to perform dangerous or deadly feats for her amusement. She calls together a troupe of actors and stagehands and produces her own film. The members of the troupe are given directions to burn the city and incite riots. In a particularly impressive visual trick, scenes from the film-within-a-play are superimposed upon the actors and stagehands, while they set up and act out those scenes. The scope of the film expands in both scale and violence, until it appears that the woman is directly manipulating the entire population of the city to conform to her visions of chaos. She looks around with a wild face, laughing. The soft fugue of spirit voices, which has varied subtly throughout the play, rises to a boom, as she chants along with it, in matching time and harmony, "This is Art! This is Art!"

She then shrinks to the size of your hand, as the whole scene seems to "zoom out," revealing that she is standing at the top of an impossibly tall tower. She dives off the tower, and the stage appears to lift off the ground and tilt towards you. The woman is falling through a dark, swirling vortex, which seems to be some sort of bottomless pit in the stage. Terrified, Frank's character dives into the pit, after her. He disappears into the void, as the woman rises back out, laughing maniacally. The lights fade.

Act IV

The booming fugue grows even louder. A haze descends upon the stage, and ghostly creatures appear to form out of it. They circle around the woman, chanting and growing taller. The woman's face falls blank, and the green smoke from the beginning of the play explodes out of her head. It is a demon of some sort. The other spirits seem to chastise it. You get the impression that they tell the demon it is time to stop fooling around with the humans, and come back to the spirit world, where she must grow into her true form and occupy her life with the serious tasks of mature spirits.

All of the spirits vanish instantly, and the lights come on, revealing the ravished world left on the stage.


Everyone claps and cheers. Frank comes by to greet you afterwards. "How'd you like it? Pretty crazy, huh!" He then lowers his voice. "Hey, I meant to ask--you seem like the kind of guy who works for a living." He winks. "Interested in an easy job with me tomorrow?"

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« Reply #69 on: <04-26-12/1818:46> »
Kitten

You expertly put two bullets in the skinny 289, taking him down before he even gets a chance to fire back.

The stockier one fires two shots at you. The driver also attempts to fire at you, but his gun jams. Cheng falls, but is able to roll as he hits the ground and lands back on his feet. He comes at you again with the sword.

Dodge 1 shot:

2 hits, 5P, -1 AP

Defend in melee again:

5 hits, 6P, 0 AP, -1 to defense test


Grind

You hear lots of motion and 4 gunshots from inside the apartment.

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« Reply #70 on: <04-26-12/1830:35> »
Once again, Kitten nimbly avoided the sword thrusts and gunshots as they tried to bring her down. Sure, she couldn't carry on like this for too long, so she needed to end this quickly. Aiming at the gunman who was actually able to get his gun working, Kitten pulled the trigger twice more. The Predator barely made a sound as she fired off the two rounds. If she was lucky, she'd be able to take them all down, without taking damage.

Defending against shot. 5 hits. No damage.
8d6.hits(5)=5

Defending against sword. 5 hits. No damage.
10d6.hits(5)=5

Shot 1. 6P, -2 AP. 7 hits.
14d6.hits(5)=7
Shot 2. 6P, -2 AP. 7 hits.
14d6.hits(5)=7
Greataxe - Apply directly to source of problem, repeat as needed.

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« Reply #71 on: <04-26-12/2157:49> »
Kitten

You drop the second 289 just as easily as the first. The driver is still fumbling with his gun, while Cheng stands before you, sword drawn, incredulous that he can't seem to touch you.

One more pass, then roll initiative. Don't forget to make a separate roll for surprise, since Grind will be busting in.

Mirikon

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« Reply #72 on: <04-26-12/2206:47> »
Swinging her gun around, she pointed it at the incredulous Cheng, and pulled the trigger twice. Two shots, two arguments against pointing sharp things at a lady. Kitten meant to end this before it could go on too much longer.

Shot 1. 4 hits. 6P, -2 AP
10d6.hits(5)=4
Shot 2. 3 hits. 6P, -2 AP
10d6.hits(5)=3

Initiative: 14
9d6.hits(5)=5
Surprise: 4 hits
9d6.hits(5)=4
Greataxe - Apply directly to source of problem, repeat as needed.

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vinnmun

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« Reply #73 on: <04-26-12/2321:56> »
Suprise!!! (14d6.hits(5)=0)

EDGing!!!

Suprise!!! (14d6.hits(5)=3)


Grind arms an SnS arrow, kicks shoves the door open and looks in side, looking for his target or target's brother.

perception (7d6.hits(5)=4)
« Last Edit: <04-26-12/2324:41> by vinnmun »
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« Reply #74 on: <04-27-12/0014:21> »
Kitten and Grind

Surprise hits:
Grind 3
Kitten 4
Cheng 4
Driver 2

Grind can't take any action against Kitten or Cheng in the first pass.

Initiative:
Cheng 14, 2 passes
Kitten 14, 3 passes (dead tie! you both act simultaneously)
Grind 9, 3 passes
289 Driver 8, 1 pass


Kitten:

Cheng absorbs the two bullets, but being a lot bigger than his friends doesn't go down as easily. You stare each other down, you wondering how on earth he can see you, Cheng infuriated by his inability to hit you from a foot away. Suddenly, the door bursts open, and there stands a dwarf with a drawn bow.

Cheng stares at Kitten, then at Grind, then back at Kitten. Better to get the one who's shooting at me. Who knows what this dwarf wants. He again raises his sword and swings it at Kitten.
3 hits, 6P, 0 AP. If you somehow happen to take any damage, ignore the modifier for your first pass

Grind: You see Cheng standing in the middle of the room, sword drawn, fighting an eerily translucent figure holding a gun. To your left is a couch where a balding middle-aged man sits cowering, and a ganger in a leather jacket pointing a pistol toward the combatants. Cheng sees you, then swings his sword at the "ghost."
No need to roll again to see Kitten, I'll just give you that there's something there but you can't tell what
« Last Edit: <04-27-12/0049:02> by eighth circuit »

 

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