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IC: Urban Brawl -- 7 -- finished

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SeriousOne338

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« Reply #15 on: <06-18-12/1159:59> »
Dos waits for the last moment before the attack to takes place, and then he releases his first plan a simple fire alarm in another part of the castle to draw off security response.

Once the attack begins with a thought he runs a second scan and tries to find the security Tacnet. Having barely achieved finding the net, with little to no time he tries the brute force method an Exploit hack, attempting to break through the devices firewall. I am attempting to cause trouble with their tack net, I am not sure how long it will take. this is going to take a moment or more damn it should have thought of this ahead of time., he starts making quick edits nothing fancy just changing the targets to the other illusionists and two members of the wait staff near the doors into castle. Hoping that should the attack go bad the targets will be flushed to the balcony. Come on little mice run to the balcony, my little drone wants a clear shot




Ambush/surprise  test:
16d6.hits(5)=7
I’m at: 23

And my imitative: 
9d6.hits(5)=2
I’m at: 11

Scan and Exploit to gain access, 1st Ambush turn, I have 2 initiative passes:
Complex action 1:
Scan: 14 =Scan:5+Electronic Warfare:4+PuSHeD:1+Enceplon:2+ CodeSlinger +2
14d6.hits(5)=4

Initiative pass 2:
Exploit to gain access:
16d6.hits(5)=6

Total of: 6 success, I can hack a device rating of 3 with that.

If I need more I’ll wait until combat starts and my next initiative passes:
2nd complex action:
16d6.hits(5)=5

Total of: 11 success, I can hack a device rating of 5 with that.

3rd complex action:
16d6.hits(5)=4

Total of: 15 success, I can hack a device rating of 7 with that.

Editing attack information to show the other illusion’s as the enemy targets:
15d6.hits(5)=4


« Last Edit: <06-18-12/1409:18> by SeriousOne338 »
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Dos.Boot http://forums.shadowrun4.com/index.php?topic=7368.15

inca1980

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« Reply #16 on: <06-18-12/1355:30> »
[OOC: Technically it's Zach's turn but since you guys all act consecutively i'll just let you post in whatever order you want just to save time.  So if someone posts before you but their action comes after your init, just ignore the init and react to the post so as to not get weird timeline glitches.  So just react to posts as they come until the team has acted and the illusionists get to act.  So all of you get to act, Dos already declared his action and Storm only has a simple and a free left.]

@Dos:
As soon the Valkyries start coming into view you set off the fire alarm in another part of the building.  The sounds of an assault begin blaring through over the piped in music and the crowd reacts instantly.  The guards instantly spring into action and begin running towards the target most likely fulfilling their number one priority to secure Tahldrin.  You start triangulating and filtering frequencies, sifting faster and faster though different channels and looking for possible anomalies in background fluctations.  Suddenly you see what you were looking for.  Tracing the signal back you manage to find Guard 7's commlink operating on hiden mode.  You click on your Exploit program's AR icon and it starts loading in a window just off your field of view while you get ready to break in brute force.

@Dos:
[OOC: i'll see that since you queued up the distraction it only takes a free action to release.  Then you'll use a complex action to Find Hidden node and locate the tacnet.  I'll just start your hacking on the next IP then when you action phase comes up.


@Zach:
Since you've already prepared for this scenario you can see that the two Valkyries who are materializing near the target are definitely not part of the illusion.  They remind you of a dead teammate you ran with for a short while who took a dive down a utility shaft into a burning inferno of white phosphorus.  You hope this run doesn't come to the same ending.  Suddenly the alarm goes of and you see the guards start to move.


 

@Brick:
It looks like the assault has begun and you start sharply observing how the situation is progressing.

@Storm:
You start sweating bullets under your veil as you see the guards start to move towards the target.  You know it's the blaring assault sounds which alerted them and they probably still don't know that the two Valkyries materializing are not illusions.

Surprise: Guards-9, Dos-7, V1-5, Brick-5, Storm-3, Zach-3, V2-2, I2-1, Tahldrin-0, I1-0
Init: Guards-21, Spirit2-19, Spirit1-16, Zach-16, Storm-11, Dos-11, Brick 10, I1-10, I2-10
Edge: Brick-3/3, Storm-3/3, Dos-1/2, Zach-1/1
Services: V1-2/3, V2-2/3
« Last Edit: <06-18-12/1402:00> by inca1980 »

Teyl_Iliar

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« Reply #17 on: <06-18-12/2208:56> »
As the Spirits materialize Brick lines up a shot on Illusionist #1. (simple action to take aim +1 DP to shot.)
UB
Brick
speaking
ITF
Slip
speaking
thinking
comm

Sichr

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« Reply #18 on: <06-19-12/0305:39> »
delaying action, ready to support attack on target (waiting for G6/G5 to declare actions)

Thermo

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« Reply #19 on: <06-19-12/1523:38> »
Storm spends her second simple action hopping down from the pedestal, trying to keep as much cover between her and the guards and especially keeping line of sight as minimal as possible to the two mages.

inca1980

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« Reply #20 on: <06-19-12/1828:41> »
[OOC: The 2nd Illusionist saw Storm summoning on the astral.  He holds his actions until beginning of 2nd IP and then acts. Free action to drop illusion spell. Complex action to cast Ice Sheet on the floor around Storm F5: Magic 5 + Spellcasting 4 = (9d6.hits(5)=5).  Drain is 5S, Logic 5 + Will 4 = (9d6.hits(5)=2).  Takes 3S.

I1 can now react to I2 but Brick gets an interrupt action on I1 like he stated in his previous post.

For IP2, the guard's will take all take a simple action to try and spot Storm.  With the crowd I'll make it a threshold 4 test with no teamwork:  Perception 4 + Intuition 5 + (secret) 2 (4) = (11d6.hits(5)=3).  They can't spot you amidst the crowd yet and are holding their actions except keep running towards Tahldrin.

G9 also needs to test to see if he falls on ice: Agility 8 + Reaction 7 (5) = (15d6.hits(5)=3).  G9 falls on his ass.

G6 has jumped on top of Tahldrin, we'll say Tahldrin is under partial cover (+2) to spell defense.  Ranged shots need to make a called shot (free action and a -4) in order to hit him.  If you miss you hit G6 and he just soaks. 

@Storm:
You need to make an Agility + Reaction (5) test and if you fail you slip on the magical ice and fall prone and can't move.  I'll say it takes a successful Agility + Reaction (5) test every time you want to move.

Valkyries attack now.  Valkyrie 1 Elemental attack: Ag 7 + Exotic Weapon 5 = (12d6.hits(5)=4).  Knocking off 4 dice for called shot leaves 3 hits.  Damage is 5P+3hits=8P.  Tahldrin damage soak: Body 3 + 1/2 impact 2 = (5d6.hits(5)=2).  Tahldrin takes 6P.  I'll say G5 needs to check to see if he can hold on after the blast hits Tahldrin: Str 6 + Body 4 (3) = (10d6.hits(5)=1).  He can't hold on and is blown clear of Tahldrin about 1 meter away.
Valkyrie 2's attack: Ag 7 + Unarmed 5 = (12d6.hits(5)=1).  Knocking off 4 dice still leaves 1 hit.  Damage is 4S+1hit=5S.  Tahldrin's damage soak: Body 3 + 1/2 Impact 2 = (5d6.hits(5)=2).  Takes 3S.

Guards use held action to attack.   G3,4,6&10 will use their last simple action to shoot long narrow bursts at the Valkyries. 

G3 shoots V1: Agility 8 + Automatics 5 + Smartlink 2 + (secret) 2 + running -2 = (15d6.hits(5)=3)V1: Reaction (8d6.hits(5)=2).  Incoming 6P, isn't enough to beat hardened armor of 10. 

G4 shoots V1: Agility 8 + Automatics 5 + Smartlink 2 + (secret) 2 + recoil -1 + Medium range -1 + running -2 = (13d6.hits(5)=2).  It was a glitch.  So we'll say his gun jammed.

G6 shoots V1: Agility 8 + Automatics 5 + Smartlink 2 + (secret) 2 + recoil -1 = (16d6.hits(5)=5).  That's 10P incoming, not enough to beat hardened armor. 

G10 shoots V1: Agility 8 + Automatics 5 + Smartlink 2 + (secret) 2 + running -2 + Medium Range -1 + recoil -1 = (13d6.hits(5)=5).  Same deal, not enough.

@Dos:
You're first hacking roll goes here, and you got 6 successes.  Firewall of commlink tries to detect you.  Firewall 5 + Analyze 5 = (10d6.hits(5)=2).  2 hits so far.   

@Zach, Brick & Storm:
Your turn now guys, go in whatever order you want.  Brick and Zach can use their interrupt actions on illusionist 1 and G6/G5 respectively, but lose their 2nd IP action. 
]

@Storm:
You knew one of the illusionists would cause trouble and sure enough, as soon as you hop off the pedestal, the one who was looking at you, illusionist #2, drops the huge illusion he was casting and let's off a burst of ice blue mana which creates slick sheet of ice beneath you and you fight to keep your footing!  Several couples who are trying to escape in the panic of the seeming assault just flip over, many of them hitting the ice hard.  You even see one of the guards (G9) take a dive as he was trying to reach Tahldrin and not even his obviously augmented reactions can stop him. The guards suddenly begin to look about and seem to be searching for you among the crowd.  Two of them have already reached Tahldrin and guard 6 has jumped on top of him covering him with his armored body. 

@Everyone:
The two Valkyries finally materialize and as soon as their feet hit the ground they scream a high pitched battle cry and attack, the first one sending a pressure blast of pure explosive force that manages to hit the prone Tahldrin with enough force to flip him over from his stomach to his back and the Guard 5 on top of him flies off.  The second Valkyrie manages to connect a kick right into Tahldrin's torso causing him to curl up in pain. 

At the sight of this the closest approaching guards open up fire with their submachine guns but the bullets just spark off the thick plates of norse armor the two warrior women are covered with, their glowing eyes shining in defiance.  The sound of the ricocheting bullets blends in perfectly with the assault sound effects blaring over the speakers.

@Dos:
You initiate an illegal entry attempt into G7's commlink and start hacking as fast as you're little AR screens can fly....."C'mon c'mon c'mon...." you utter to yourself as you get closer and closer to finding an exploit while simultaneously evading the firewall's watchful eye.




IP2,CT1: Guards-21, V2-19, V1-16, Zach-16, Storm-11, Dos-11, Brick 10, Tahldrin-8
Wounds: Tahldrin{6P,3S, -3, prone}, G9{prone}, I2{3S, -1}
Edge: Brick-3/3, Storm-3/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V1-2/3, V2-2/3
Ammo Used: G3{6 reg}, G4{6 reg}, G6{6 reg}, G10{6 reg}
« Last Edit: <06-19-12/1836:58> by inca1980 »

Thermo

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« Reply #21 on: <06-21-12/1723:55> »
Cast Improved Invisibility (F5): magic(5)+spellcasting(6)+specialization(2)+power focus(4)+sustaining(-2) (15d6.hits(5)=5)

Storm jumps down from the pedestal, landing somewhat gracefully on the floor below. Gracefully, that is, until it turns into a sheet of magical ice. She slips and falls to her hands and knees. She mutters a curse under her breath and immediately casts her improved invisibility spell. As soon as she blips out of view, she begins methodically inching herself to the west, making sure to keep clear of any guards.

Sichr

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« Reply #22 on: <06-24-12/1356:18> »
With one swift movement Zach removes safeties from CS/Tear gass  nad Thermal smoke grenade. He swings the other hand with grenades and breaks the skylight window, dropping the grenades inside the ballroom...as they fall with the glass shards to the center of the illusion, Zach give them the finger with two steel safety rings as a Good bye. Then he pulls his hand back and catches hold on the rifle.
« Last Edit: <06-25-12/1411:21> by Sichr »

inca1980

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« Reply #23 on: <06-25-12/1231:36> »
[OOC: @Dos
Firewall 5 + Analyze 5 = (10d6.hits(5)=5).  For a total of 7 hits which is more than your stealth program so you trigger an alert on G7's comm.  You are logged on to the node now with security access but with an alert on your access ID.  Now any action you want to do on the node requires a Hacking + Program vs. Firewall + 4 + System in order to do.  Might I suggest your first action be turning off the alert with a Hacking + Computer roll.

@Storm:
Rolling Invis resist for all the guards in secret.  Illusionists are currently viewing on the astral so they can see you without a problem.  Even if the guards have thermo, trying to identify you in a crowd would be quite a difficult task with thermographic vision and i'll make it threshold 6.  I'll roll their perception test again.  Perception 4 + Intuition 5 + (secret) 2 = (11d6.hits(5)=4).  They don't see you.  Buying hits on a Log + Int test i'll also give you some advice.

@Zach:
I'll let you toss the two grenades through the glass for a Complex Action since you're not really aiming.
@Everyone:
None of you have Willpower higher than 3 so none of you can see Storm.  Those with thermographic vision can still see him and he will light up on your ARO.  Now it's IP3.

The Guards go first.  Doing an intelligence check for the guards to adapt to hardened armor.  Logic 4 + Int 5 (3) = (9d6.hits(5)=3).  They're smart enough....so they all use a free action to pop out their clip and a simple to slap in a new one. This time G5 from his prone positions joins the attack with G3,4,5&10 (who have stopped running) and shoots  with his SMG.  The spirits are large enough so that i'm not applying cover modifiers to them.

G3 shoots V1 with Wide Long Burst: Agility 8 + Automatics 5 + Smartlink 2 + (secret) 2 + recoil -1 = (16d6.hits(5)=5). (16d6.hits(5)=7)V1: Reaction 8 + Wide Long Burst - 5 = (3d6.hits(5)=1).  6 net hits vs. 10 Hardened Armor + AP -4 = 6 beats it and incoming is 11P.  V1: Body 6 + Armor 10 + AP -4 = (12d6.hits(5)=5) takes 6P.

G4 WLB at V1: Agility 8 + Auto 5 + Amartlink 2 + (secret) 2 + recoil -1 + med range -1 = (15d6.hits(5)=2)V1: Reaction 8 + WLB -5 + prev def -1 = (2d6.hits(5)=0).  Forgot wound, but it doesn't matter.  Incoming is 7P which beats 6 modified armor.  V1: Body 6 + Armor 10 + AP -4 = (12d6.hits(5)=4).  Takes 3P.

G5 WLB V1: Agility 8 + Auto 5 + smart 2 + (secret) 2 + recoil -1 = (16d6.hits(5)=6).  I'll give V1 partial cover because G5 is prone.  V1: Reaction 8 + WLB -5 + Prev defense -2 + Partial Cover 2 = (3d6.hits(5)=1).  It's a glitch, i'll just raise damage by 1.  So incoming is 11P.  V1: Body 6 + Modified Armor 6 = (12d6.hits(5)=3).  I'll do Edge reroll V1: Edge reroll = (9d6.hits(5)=4).  Takes 4P.  That's still enough to disrupt it.

G6 WLB V2: Ag 8 + Auto 5 + Smart 2 + (secret) 2 + recoil -1 = (16d6.hits(5)=9)V2: Reaction 8 + WLB -5 = (3d6.hits(5)=0).  Incoming is 14P.  V2: Body 6 + Modified Armor 6 = (12d6.hits(5)=3).  V2 will do an Edge reroll V2: Edge reroll = (9d6.hits(5)=4).  Takes 7P.

G10 WLB V1: Ag 8 + Auto 5 + Smart 2 + (secret) 2 + recoil -1 + medium rang -1 = (15d6.hits(5)=5)V2: Reac 8 + WLB -5 + prev def -1 = (2d6.hits(5)=0).  Incoming is 10P.  V2: Body 6 + Mod Armor 6 = (12d6.hits(5)=5)Edge reroll: (7d6.hits(5)=3).  Takes 2P.

So to summarize V1 got disrupted and V2 has taken 9P.

Also going to do a roll to see if Tahldrin gets hit by friendly fire from the flying ammo.  The guards are using smartlinks but accidents do happen.  I'll make it a threshold of 2.  Tahldrin: Edge 2 + Reaction 3 + Partial cover 2 = (7d6.hits(5)=2).  He get lucky and doesn't get hit by flying ammo.

Checking to see if some guards saw the smoke/tear gas grenades.  I'll make it a threshold 4.  Rolling in secret.

Guards finished their 3rd IP and Now those players with a 3rd IP can go.  Then roll init for next CT!!

 


@Storm:

The mana you weave about yourself threads right into place nicely and the spell feels nice and strong as you hold it into place in your mind.  You hope no one saw you fade out of view but from the looks of it the guards seem to still be looking about for you but their attention is mainly focused on the nobleman and the Valkyries trying to kill him.  Hopefully identifying you only in the thermal band will prove difficult enough for them but it makes sense for you to try and not stand out in your actions too much from the other party goers.  You look up and see the illusionists moving as if in slow motion along with all the other dancers due to their un-augmented speed.  They still probably haven't switched their vision over from the astral plane yet and could pose a threat once their minds catch up to how quickly you and the guards are moving.  The team on the rooftop haven't engaged yet and you know they're just as quick as the guards.  Maybe they're waiting to give the Valkyries a chance.  Suddenly a pop from the skylight alerts you to two small falling canisters....must be smoke grenades of some kind.  You breathe a sigh of relief as you feel the team has finally decided to engage.

They're damn quick though and to top it off it seems like they're damn smart too.  After only a split second of using regular ammo you see them all successively pop out their clips and slap in new ones without losing a step.  One right after the other seems to be switching over to some other type of ammo....most likely APDS.  Seeing them adapt so quickly makes you nervous and that nervous feeling starts turning to panic as you see their flurry of rounds begin to chip off pieces of the Valkyrie's armor as glowing ichor begins spattering all over the place.  The crowd of dancers is still scattering and screaming wildly while Tahldrin lies cringing in a ball whimpering like a little bitch but he seems to be low enough so that he doesn't catch flying APDS.

Before you know it the Valkyrie which was bound to you is disrupted and her physical form explodes sending ooze everywhere as she is sent back to the meta-planes.  The other Valkyrie who is temporarily helping you had been thrown to the ground and is oozing fluid but is trying it's best to fend of the armor piercing rounds but definitely wasn't quick enough to react effectively to the onslaught.


IP3,CT1: Guards-21, Zach-16, Storm-11
Wounds: Tahldrin{6P,3S, -3, prone}, G9{prone}, I2{3S, -1}, V2{7P,2P}
Edge: Brick-3/3, Storm-3/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3
Ammo Used: G3{1clip reg, 6 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}

« Last Edit: <06-25-12/1300:49> by inca1980 »

Sichr

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« Reply #24 on: <06-25-12/1403:54> »
@Storm: Finish him...
« Last Edit: <06-25-12/1531:10> by Sichr »

Thermo

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« Reply #25 on: <06-25-12/2158:43> »
Storm slides on her knees, allowing herself to float on the frozen surface. She's moving towards the west, trying to remain unnoticed by the guards. Her invisibility spell will only get her so far, as she suspects that the guards have thermal imaging in their helmets and unless Dos can hack them they'll zero in on her location once she's discovered.

She pulls in her strength reserves, and feels her power focus begin to gather the mana into a powerful knot in the choker at her throat. She knows that she needs to stay hidden for this plan to work, and therefore the illusionists need to be taken out before they do anything else to disrupt things. She plans to do this the silent and hidden way, and casts Stunbolt on the second illusionist.

Stunbolt (F8): Spellcasting(6)+Magic(5)+Mentor Spirit(2)+Power Focus(4)+Sustaining(-2) (15d6.hits(5)=5) [DV=13S]

Drain resist (3): Wil(5)+Cha(12) (17d6.hits(5)=4) [no drain]

Storm feels the mana surge out of her body and into the opposing mage, traveling across the room in an invisible stream. She smiles to herself, feeling the pain she's causing to the bastard that had the nerve to make her fall to her knees. She'd fry his little brain to mush for that. [OOC: Vindictive]

@Zach: Got something planned, he won't leave the room. Stand by.

Sichr

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« Reply #26 on: <06-26-12/0807:23> »
3rd IP:
Free: Communication with Storm
1st Simple: Agility boost
Magic(6)+Ag.Boost(1) (7d6.hits(5)=2) = Agility 6, 4CT
2nd Simple: Issue command to Sylvia autopilot: Fly inside the room through the window, descend 3 meters above the ground level, stealthly follow the target, keep 4 meters distance.

(Microdrone, Chameleon coating)
« Last Edit: <06-26-12/1449:45> by Sichr »

SeriousOne338

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« Reply #27 on: <06-26-12/1053:00> »
Dos.’s Worker Icon  ducks as the Node’s alert goes of, god damn, stupid matrix server not doing what I tell it. Having been detected he quickly goes on the offensive to disable the nod’s alert. Raising both hands he opens a simple “dos” window and quickly writes some of the nodes command lines, in hopes before a sprite or person realizes he’s there. Lets hope this works As he releases the line code. Guess I’m going to have to step up this attack to the next level.

Oh look Guards, there's those nasty summoners. Your  Tac data says so. As he releases the new line of Tac data to the node. The new line of code identified summoners of the Spirits as the other two mages, not his team member. Having edited it he leaves the node for safety. I've switched the TacNet data on the guards be subtle in your attacks until the target is down then I'll crash the TacNet and we'll bug out



Initiative: 9+5 = 14
9d6.hits(5)=5

So I guess this is a complex action, so IP pass 1
Computer+hacking: shutting down alert.
10d6.hits(5)=4

IP pass number 2
Edit: Changing tactical target to the other mages
15d6.hits(5)=6

« Last Edit: <06-26-12/1116:58> by SeriousOne338 »
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Dos.Boot http://forums.shadowrun4.com/index.php?topic=7368.15

Sichr

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« Reply #28 on: <06-26-12/1102:01> »
Oh Wagner where art thou!!!

inca1980

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« Reply #29 on: <06-26-12/1434:07> »
@Storm:


@Storm:
 I2: Will 4 + Counterspell 4 = (8d6.hits(5)=1).  He glitches and takes 12S.  He glitched the defense roll so since he's already out cold, we'll say he got hit so hard he has no recollection of tonights events (remember you only know that metagaming).  The ice sheet in't a sustained spell so it'll stay for several more minutes.

Checking where smoke grenade dropped.  Scatter: 1d6=5.  Distance: 1d6=5.   So we'll take 5m SW from the center of the skylight to be the thermal smoke grenade center.  Even though it's unrealistic, to not clutter up the drawing too much we'll make the teargas grenade be at the same location.  The cloud will be fully formed by CT2. 

Storm needs to already roll a toxin resistance test against the tear gas which would be Body + Inhalation Vector protection.  If she doesn't reduce the power of 5 to zero then she'll

Checking to see if I1 saw Storm cast the spell, it's very obvious from the astral plan so we'll make it threshold (1).  I2: Int 4 + Assensing 3 = (7d6.hits(5)=1).  So he saw the spell and can see that Storm cast it.  He can clearly see Storm from the astral anyways.  Now for the guards it's harder.  They definitely saw the mana flash, but to locate who cast it i'll make a threshold (3).  The thermal smoke grenades have already started to obscure view so i'll give this a -4 as opposed to -6 since the cloud is still forming.  Guards: Perception 4 + Int 5 + (secret) 2 + Thermal smoke -4 = (7d6.hits(5)=0).  You got lucky and they haven't spotted you yet.  Roll Init.

@Everyone:
Roll init!

Illusionist1 Init: (8d6.hits(5)=2)Guards Init: (13d6.hits(5)=4)Valkyrie 2: Init 11 + Wound -3 = (8d6.hits(5)=2)


As smoke starts to fill the room and cause the party goers to completely lose it, you slowly crawl over the ice at a snail's pace.   Reaching back you can still see the 2nd illusionist and you send mega-powered stunbolt straight for him and it sends him flying off the ledge with so much force you're almost sure he's out cold. 




IP1,CT2: Guards-17, V2-10, I2-10
Wounds: Tahldrin{6P,3S, -3, prone}, G9{prone}, I2{3S, -1}, V2{7P,2P}
Edge: Brick-3/3, Storm-3/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3
Ammo Used: G3{1clip reg, 6 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}
« Last Edit: <06-26-12/1435:57> by inca1980 »

 

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