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[IC] Urban Brawl -- 2nd scenario (finished)

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inca1980

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« Reply #30 on: <02-01-11/1341:28> »
@Stryker:
[OOC: at that distance being prone doesn't improve your situation.  The guard1 rolled 3 hits, and that's the target number for not getting hit so you need to resist 5P damage.  Also make a Willpower+Spellcasting (2) test to not drop your sustained spells.  I'll also roll a perception check for the guard1 and every net hit above (2) will give him a +1 to hit you next time since he might notice that he hit something.
FemaleSpirit's Confusion Power: Will 4 + Magic 4 = (8d6.hits(5)=1)
Guard1 resists confusion: Will 3= (3d6.hits(5)=2).  Resisted
 Guard1 reloads orks are on the move.  Vicelli hold's action, Bricks turn.]


The Eternal One extends her hands toward the Troll and closes her eyes, you see etherial butterflies and comets fly around his head but they disappear as he shakes his head and pushes the illusion away.  The Eternal One gets a pouty frustrated look on her face.

Initiative update  CT3, IP1: FemaleSpirit-15, Guard1-13,  Ork2-12, Ork1-12, Vicelli-11, Brick-10, Stryker-9(using edge to go first this IP)
Wounds: Stryker{1S,2P,3S}


« Last Edit: <02-02-11/0149:14> by inca1980 »

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« Reply #31 on: <02-01-11/1419:51> »
OOC: I've already rolled for that, but hoped the spirit would change something.
Body(3)+Ballistic Armor(6) (9d6.hits(5)=1), so Stryker takes 4S damage. Meh...
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."

Teyl_Iliar

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« Reply #32 on: <02-01-11/1452:09> »
After hearing styker's message, brick figures, screw it, and runs up the stairs hoping like hell he'll make it in time. (OOC: Brick is going to spend his whole turn running from where he is on the map to close to the end of the hallway, then ready his panther and go fuck shit up.)

Infiltration roll for Brick (5d6.hits(5)=1)
« Last Edit: <02-01-11/1819:02> by Teyl_Iliar »
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inca1980

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« Reply #33 on: <02-01-11/1824:36> »
@Brick:
[OOC: Guard's perception roll.  Int 3 + default -1 + teamwork 3= (5d6.hits(5)=1).  You still have a complex action.
human's init 6= (6d6.hits(5)=4, 6d6.hits(5)=3)....oops, i wanted them on the same turn, so they'll both be 10.
]



Initiative update  CT3, IP1: FemaleSpirit-15, Guard1-13,  Ork2-12, Ork1-12, Vicelli-11, Brick-10, H1-10, H2-10, Stryker-9 (Simple held)(used Edge to go first this IP)
Wounds: Stryker(prone){1S,2P,3S,4S}


As you peak around the corner at the top of the stair case you notice that the ork guards are still shuffling their way down the hall with their back toward you but there are two additional humans in black suits with hand-guns drawn making their way down the hallway and they most likely came out of the other private rooms since those doors are ajar.  None of them notice you because they're so focused on making it to the VIP lounge. 

« Last Edit: <02-01-11/1911:34> by inca1980 »

Teyl_Iliar

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« Reply #34 on: <02-01-11/2050:19> »
As brick checks around the corner then draws his Panther from it's bag. (12d6.hits(5)=2) Just as the panther clears the bag, Brick opens fire on the closest pair of guards. opens fire on guard 1 with a narrow burst. (12d6.hits(5)=3) and guard 2. At a -2 because of the second target. (10d6.hits(5)=4)
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inca1980

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« Reply #35 on: <02-01-11/2315:42> »
@Brick:
[OOC: Body 5 + Ballistic 6 + AP -5=6 (6d6.hits(5)=3, 6d6.hits(5)=2).  The H1 takes 10+3+2-3=12P and Ork1 takes 10+4+2-2=14P.

The pounding thud-thud-thud of two short bursts from the rigged Panther XXL sounds as if it's a weapon that should be mounted on a chopper and reverberates through the hallway that still thumps with the razor-techno beats that are piped in from the dance floor.  As a strobe light from the main room flashes from the stairwell, you see the human closest to you one of the ork guards simple burst into a pinkish red explosion and fly apart, splattering the wall and their collegues with blood and guts.

H2 turns around screaming and opens fire at you.
[OOC: Agil 3 + Pistols 4 = (7d6.hits(5)=0). Agil 3 + Pistols 4 + recoil -1 = (6d6.hits(5)=2).   Roll defense with +4 for good cover.] 

Initiative update  CT3, IP2: FemaleSpirit-15, Guard1-13,  Ork2-12, Vicelli-11, Brick-10, H2-10, Stryker-8 (Simple held, can use anytime this IP)
Wounds: Stryker(prone){1S,2P,3S,4S}


@Stryker:

The female Eternal One looks over at you and in your mind you hear her: "Young one, why do you insist on always getting in far over your little head!  You have been very loyal however and tonight is not your time to die we all hope..."
She turns to the troll and the mana around her swells and she seems to grow slightly as she yells, a furious look on her face, "Kill that very very bad man right there!!"...pointing at Vicelli. 

[OOC: Influence: Cha 4 + Magic 5 + trying again -2= (7d6.hits(5)=0)...Edge reroll of Influence: Cha 4 + Magic 5 + trying again -2= (7d6.hits(5)=4). Guard1 resists Influence: Will 3= (3d6.hits(5)=3).
Guard1 Agility 3 + Automatics 4 + Aim 1 + Nar.longburst -5+ RC3= 6 (6d6.hits(5)=3)..  Vicelli just resists damage cuz he's stuck in mid air. Vicelli damage resist: Body 3 + Armored clothing 4 AP -1= (6d6.hits(5)=3).  That's 10P. 
On another note, you still need to roll a Spellcasting+Will (2) test to see if you're able to keep your spells sustained after getting shot.
 ]


The Troll gets a blank stare in his eyes, chambers the first round of the clip, squints his eyes as he aims carefully at Vicelli's chest.  The redheaded little dwarf begins to scream at him, "What....are you doing??  Put that down....put that dowwwwwn ..NOOOOOO!".  In a split second the burst rips holes in the front of his suit vest....and Vicelli begins to rotate head over heals as if he were in space while as his center of gravity remains fixed.  He starts to make gurggling noises as blood begins to erupt from his mouth and his eyes roll up into his head.


Initiative update  CT3, IP2: FemaleSpirit-15, Guard1-13,  Ork2-12,  Brick-10, H2-10, Stryker-8 (Simple held, can use anytime this IP)
Wounds: Stryker(prone){1S,2P,3S,4S}


@Brick:
[OOC: Ork2 long wide burst: Agil 3 + Automatics 4 + recoil -5 + RC 3= (5d6.hits(5)=3).  So that's a -5 to your defense, with base damage 5P.  Ork2 short wide burst: Agil 3 + Automatics 4 + recoil -8 + RC 3= (2d6.hits(5)=0).]

The other Ork guard, covered with his partners blood starts firing bursts from his ingram at you spraying bullets down the hallway.

Initiative update  CT3, IP2: FemaleSpirit-15, Guard1-13,  Ork2-12,  Brick-10, H2-10, Stryker-8 (Simple held, can use anytime this IP)
Wounds: Stryker(prone){1S,2P,3S,4S}

« Last Edit: <02-02-11/0317:59> by inca1980 »

Teyl_Iliar

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« Reply #36 on: <02-02-11/0131:13> »
Passive defense with good cover against H2's fire (9d6.hits(5)=3) Brick rolls back in to cover just in time as the round flicks off the door way. "Two down. Two to go." Brick grins to himself and prepairs to pie out to re-engage the last two guards in the hall. As he looks down the hall he sees the other ork fire at him.Passive defense, at a -5 from 9 with the good cover. If I don't make the hits I need I'll use edge. (4d6.hits(5)=1) (OOC: using edge to re-roll the misses)misses re-rolled. -1 edge (3d6.hits(5)=1) (OOC: that's 2 total. he'll soak the rest. ) Brick feels a round strike his armor(9d6.hits(5)=3) but it doesn't phase him. His panther Roars His first burst at ork2(12d6.hits(5)=3) and sends his second wide. Burst at human 2. (12d6.hits(5)=5)

Brick checks his ammo count, 10 rounds left in the clip. Plenty yet to deal with these pricks. "Styker if you can hear me, hold on. I'll be there as soon as I can!"
« Last Edit: <02-02-11/0418:54> by Teyl_Iliar »
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Kot

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« Reply #37 on: <02-02-11/0341:55> »
Stryker tried to get up from his frozen position, at the same time trying to keep his spells fueled with Mana, that felt like liquid ice flowing through his body. That was almost too much...
Willpower(5)+Spellcasting(5)-Sustaining(4)-Wound(2)=4 (4d6.hits(5)=1) And a glitch.
Both his spells fade immediately, as his mind snaps under the strain, and he is wrecked with pain from the energy going rampart through his body...
Vincelli's bloody corpse drops to the ground with a splatter of blood.

OOC: I'd say Stryker lost his Simple action because of the glitch, and stays down.
Quote from: Stryker's Status:
{Health: 2 / 10P and (1S(D)+3S(D)+4S(W)= 8S / 11S damage, -2 Wound penalty, no Sustaining penalty} | {Edge: 0 / 3}
{Defense: 3; Initiative: 8; IP's: 1} | {Ballistic Armor: 6; Impact Armor: 6} | {Sustained spells: none.}
{Spirits: F4 Man with Movement and 1 service In Use.}
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."

inca1980

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« Reply #38 on: <02-07-11/1302:08> »
@Brick:
[OOC: I'm assuming those are narrow short bursts, so Ork2's Reaction 5 + group edge 3= (8d6.hitsopen(6,5)=1)...oops, i typed the wrong syntax, the roll is  [3,2,1,3,1,2,[6, 3],[5, 5, 5, 2]] = (1), so that's really 2 hits.  So damage is 11P+2=12P.  Ork2's Body 6 + BA 6 -5AP= (7d6.hits(5)=2).  So Ork2 takes 10P, is now prone.  I'll roll an edge(1) test for him to account for heavy damage, Ork2 Edge 3 (1)= (3d6.hits(5)=0)....he's bleeding to death, he'll have until the end of this CT and then he's toast.  Second burst you said is wide burst, so H2's Reaction 5 + SWB -2= (3d6.hits(5)=0).  You forgot to include -2 for second target and that leaves you with 4 hits, so damage is 14P.  H2's Body 5 + BA 6 + AP-5= (6d6.hits(5)=2).  Leaving H2 with 12P damage.]

As soon as the Ingram burst came at you, you ducked around the corner but one of the bullets managed to snag your armor.  Gonna have to patch that up, and that costs money, and spending money he doesn't have to makes Brick angry!  You whip the cannon right back around the corner, your body coming out just enough to be able to take a clear shot.  Two roaring triplets of thunder pound throughout the hallway and this time you hear some startled screams coming from the bottom of the stairway as most likely a few club goers heard it this time.  In a spatter of blood the ork goes flying backwards, you're not sure if he's bit the dust yet but the human definitely got misted. 


@Stryker:
[OOC: No, the glitch doesn't make you lose your simple action, but it does make your nose start to bleed .  Extra -1 to non-mental actions until the bleeding subsides.]

As the whip-lash of so many magical links breaking sends your head spinning you feel the salty taste of blood pouring down the back of your throat making you choke as blood also spills from your nose.
« Last Edit: <02-07-11/1422:45> by inca1980 »

Kot

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« Reply #39 on: <02-07-11/1713:28> »
Then Stryker will try to pick himself up and run for cover - the sofa again... He's too strained by the magic he worked to do much more than hide and wait for backup...
Mariusz "Kot" Butrykowski
"Do not meddle in the affairs of dragons for you are crunchy and good with ketchup."

inca1980

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« Reply #40 on: <02-07-11/1736:01> »
@Stryker:
[OOC: I said it a bunch of times, but i'll just roll it for you.  If you wanna get up and move you need to make a Body+Will(2) test.  Stryker's Body 3 + Will 5 +Wound-2 +glitch effects -1 (2)= (5d6.hits(5)=2).  You made it so you dive behind the sofa again.  The Spirit will use edge and take another IP. (2/4 edge left)]

The Spirit looks even more intently at the troll and yells at him commanding him to toss his gun away. 

[OOC: Troll does a resist against mental manipulation to do something to really harm himself, Guard1's Will 3 (3d6.hits(5)=0).  He's not able to reduce her net hits at all so he must comply.  While not directly ordered to do something though he can act normally.]

The troll chucks the ingram across the room.  Then he shakes his head and having realized what he just did he dives behind the couch after Stryker, bringing his fist down behind it. 

[OOC: Guard1's Unarmed 4 + Agil 3 + charge 2+reach 1 = (10d6.hits(5)=0).]

You see his fist crush into the floor and crack a floor tile only a few inches from your face!

@Brick:
You suddenly notice that the bloodied ork laying on the ground is still kicking and he raises his Ingram with his shaking bloody hand and let's another volley of bullets at you.

[OOC: Ork2 Agil 3 + Pistols 4 + wound -3 = (4d6.hits(5)=1).  That's a -5 to your defense but you're still under good cover (+4).  The second is a shortburst but his DP is zero anyways so he misses.  After Brick's turn roll initiative everyone.]

Initiative update  CT3, IP3: FemaleSpirit-15, Guard1-13,  Ork2-12,  Brick-10, Stryker-8
Wounds: Stryker{1S,2P,3S,4S}
« Last Edit: <02-07-11/1738:29> by inca1980 »

Teyl_Iliar

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« Reply #41 on: <02-07-11/1924:24> »
Brick's full defense roll against the ork's last stand. (7d6.hits(5)=2)
Brick ducks back just in time for the bleeding ork's last stand to make no difference before he turns and begins to run down the hall way. (OOC: shown on map.)

Brick's int roll (8d6.hits(5)=2) That's 10 total.
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inca1980

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« Reply #42 on: <02-09-11/1607:46> »
[OOC: Spirit Init: (10d6.hits(5)=2),Guard1's Init: (8d6.hits(5)=2).] 

@Brick:
From your AR schematics of the club you can see it's 40 m from your present location to the door of the VIP room.

Initiative so far CT4, IP1: FemaleSpirit-12, Brick-10, Guard1-10
Wounds: Stryker{1S,2P,3S,4S}
« Last Edit: <02-09-11/1609:50> by inca1980 »

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« Reply #44 on: <02-10-11/1603:39> »
Initiative update CT4, IP1: FemaleSpirit-12, Brick-10, Guard1-10, Stryker-8
Wounds: Stryker{1S,2P,3S,4S}


@Stryker:

Just as he pulls his fist out from the tiles to cock another punch, the spirit shouts at the Troll, "GET OUT!!"

[OOC: Guard1 resist influence: Will 3 (3d6.hits(5)=0).  Couldn't reduce hits at all.]

The troll gets up, his eyes blank, and stares at the big window overlooking the dance floor.  He then roars in a low pitched growl and charges toward it, easily smashing through and you see him disappear over the edge, the sounds of the club suddenly filling the room and you hear screams from below accompanied by a dull THUD of a very big body hitting something hard.

The Eternal One looks at you.  "Child, next time you may not be so lucky to have us close by.....live and learn..." and with that she disappears with a burst of star-mana.

Initiative update CT4, IP1: Brick-10, Stryker-8
Wounds: Stryker{1S,2P,3S,4S}


[OOC: stay in combat turns but you don't have to worry necessarily about the order of actions when it's just the 2 of you in initative.]
« Last Edit: <02-10-11/1606:08> by inca1980 »