Shadowrun

Shadowrun Play => Play-by-Post => Topic started by: inca1980 on <06-01-12/1208:15>

Title: IC: Urban Brawl -- 7 -- finished
Post by: inca1980 on <06-01-12/1208:15>
Cast:

Brick -- Teyl_Iliar
Zach -- Sichr
Storm -- Thermo
Dos.Boot -- SeriousOne338

@Brick:

Drek seems to always happen in threes.  Damn elves.  You're kilometers deep in a Tir Taingire, the place is teeming with elite noble guard, and your only mage is wide in the open with no cover and sustaining a hell of an illusion.  The thing looks damn wiz though!  (http://dl.dropbox.com/u/66568711/SR%20shares/spirit.jpg)

 Guess if one looks at the bright side, one realizes that there is no bright side.  Instead one might call them, factors in one's favor. 1.  A team member, the mage, is literally meters from the target and can take said target out on command.  2.  The team is solid and the new members seem to be working pretty good together so far.  3. Best of all, you're clips are completely full.  Haven't had to get off a round yet.

You look over at Zach, his chameleon coating still not engaged since the shadows of the roof are hiding the three of you quite well.  You remember how hard it was getting along with the Siberian ork at first.  The veterans that hit Seattle are always tough to deal with since they're more or less set in their ways.  But after saving each other's lives more times than you'd care to remember, you know the ork is a runner you can trust.  There's no substitute for that and even though you like to work alone and unattached, you're happy he's still at you're side right now.

The run seemed like a doozy when Amazing Larry first hit you up about it....but it had been a long time since you'd just had a nice good ol' fashion wetwork run, and all the variables seemed to be manageable.  A Tairngirian noble known as Tahldrin of House Eyllin had to be killed.  No reason given.  None needed.  The team pay was 200,000¥, 'nuff said.  Larry had an elven runner on the inside.  You'd heard of her before, all you remember is the chick was creepy and had crazy eyes, goes by Storm.  She managed to get herself passed all the background checks and got employed as one of the court illusionists.  The goal is to have a court illusionist inside job do it so that it looks like other nobles were responsible....that's their style.  Of course, if need be just kill the elf, but if possible get it done Tir style.
 
Larry also put you in touch with a new guy who used to do matrix back-up for NAN covert teams.  Ex-military can have a little hard time thinking outside the box when it comes to runnin', but you know he's definitely got the skillz.

The music is blaring and the scene below you reminds you of one from those historical steampunk re-write sims, like Amadeus-EX or Bach to Bach.  You all decided that the night of the masked ball was probably the best to do the hit.  Maximum chaos, minimum security on the target.  Storm's down on the main floor casting with the other illusionists.  You, Zach and the hacker are up on the castle rooftop merely as backup.  If something gets fragged, you are plan B.  You're also Storm's exit strategy if the drek hits the fan.

Peeking over the edge the massive skylight 50 meters over the ballroom you lie waiting for the hit.  Despite the throng of dancers below waltzing in pairs, you clearly have the target,
(http://dl.dropbox.com/u/66568711/SR%20shares/SRnpc69.jpg)

the Tir guards
(http://dl.dropbox.com/u/66568711/SR%20shares/SRarmor8.jpg)

and the court illusionists
(http://dl.dropbox.com/u/66568711/SR%20shares/SRmage11.jpg)

marked out on your AR overlay.  Storm is on one of three pedestals along with the other two illusionists.  Apparently Tahldrin likes the casters themselves to be part of the whole spectacle and has them dancing on 2 meter high pedestals above the throng while casting dazzling illusions.


(http://dl.dropbox.com/u/66568711/SR%20shares/UB7_1.jpg)

[OOC: T=Tahldrin, G=guards, I=illusionists, S=Storm, B=Brick, D=Dos.Boot, Z=Zach.  Dancers not drawn.]

The idea is for her to do the hit and disappear. 
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <06-02-12/1306:37>
Storm is warming up for the night's festivities, making sure to keep her face covered at all times using the costume her hosts so graciously provided. She's standing against the wall, keeping to the shadows. It isn't hard to blend in, what with two other mages doing similar activities. Of course, they're artists, so they apparently think it's necessary to be dramatic and moody. Maybe it increases their rates. Storm had only half-heartedly negotiated with the magical talent agent that thought he was negotiating for a talented illusionist for a party, knowing full well that her real fee would be collected from someone else.

She closed her eyes behind her high-tech glasses, drawing in energy and pushing it into her magical sustaining foci.
Cast Increase Attribute (Int) F3: Magic(5)+Spellcasting(6) (11d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3547497/)
Drain Resist (1): Wil(5)+Cha(7) (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3547499/)

ahem.. just warming up
Cast Increase Attribute (Int) F3: Magic(5)+Spellcasting(6) (11d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3547503/)
Drain Resist (1): Wil(5)+Cha(7) (12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3547505/)
[Int increases from 2 to 5, no drain]

She felt her senses start to sharpen, and as they did so she mentally triggered the autoinjector built into her suit. She felt the now-familiar rush from the Psyche drug as it penetrated her skin at the base of her neck, flooding her body with tendrils that were somehow icy and hot at the same time.
[Int increases from 5 to 6, Log increases from 2 to 3, sustained spellcasting only counts as -1 dice instead of -2]

Now would be a good time to take a good look around to see if there's anything lurking in the shadows that would be good to take note of. She uses her electronically enhanced vision to peer around the space, looking for anything out of the ordinary.
Visual Perception: Perception(1)+Int(6)+Vision Enhancement(3) (10d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3547521/) [1 hit + glitch]

She also takes a moment to acclimate herself to the space using her ears, listening to see if there anything in the area to take note of, such as the presence of equipment or of people talking nearby.
Audio Perception: Perception(1)+Int(6)+Audio Enhancement(3) (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3547522/)

She tries to remember what she's seen recently in terms of magical security. Things move so quickly in this field that it can be hard to keep up with the latest and greatest, but sometimes they rely on the old standards as well.
Street Knowledge: Magical Security Procedures(4)+Int(6) (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3547523/)

She switches her senses over to the Astral space and Assenses everyone in the room, starting with the two other illusionists. [OOC: I'll roll a few extra in case there are more people around]
Assensing: Assensing(1)+Int(6) (7d6.hits(5)=5, 7d6.hits(5)=3, 7d6.hits(5)=5, 7d6.hits(5)=5, 7d6.hits(5)=0, 7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3547525/)

Storm tries to remember what she can on the magical communities that would train mages such as these; she might be able to influence them to assist in their goal (probably unwittingly and through pure manipulation). [OOC: Inca, If the assensing successes add dice to this roll let me know how many and I'll roll them separately]
Street Knowledge: Magical Communities(4)+Int(6) (10d6.hits(5)=3, 10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3547528/)

Time to fire up the charm big-time. This is going to be one special night for these guests.
While Storm originally mastered this spell to help her avoid Drain on her big spells, she's found that it definitely also helps when trying to fast-talk her way out of difficult situations. Or when dancing on a pedestal for a room full of strangers, for that matter.
Cast Increase Attribute (Cha) F8: Magic(5)+Spellcasting(6) (11d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3547532/) [OOC: forgot to add her Power focus, that roll is below]
Cast Increase Attribute (Cha) F8: Power Focus(4) (4d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3547535/)
Drain Resist (2): Wil(5)+Cha(7) (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3547536/) [no drain]

She tries the Increase Charisma spell again, hoping for a more spectacular result. She knows she can do better, especially since she has the time to cast it as many times as she wants.
Cast Increase Attribute (Cha) F8: Magic(5)+ Spellcasting(6)+Power Focus(4) (15d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3547540/)
Drain Resist (2): Wil(5)+Cha(7) (12d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3547541/) [no drain]

One more time...
Cast Increase Attribute (Cha) F8: Magic(5)+ Spellcasting(6)+Power Focus(4) (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3547542/)
Drain Resist (2): Wil(5)+Cha(7) (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3547543/)
It's sexy time
[Cha increases from 7 to 12, no drain]

She steels herself to cast one of her more difficult spells, the one that serves to increase her reflexes to superhuman levels normally only open to those willing to cut their flesh and add wires and computers. She again pulls power towards herself and pushes it into her second sustaining focus.
Cast Increase Reflexes F3: Magic(5)+ Spellcasting(6)+Sustaining Spell(-1) (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3547546/)
Drain Resist (4): Wil(5)+Cha(12) (17d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3547547/) [no drain]

She doesn't care for that result, and tries to do better. She allows the spell to dissipate from her focus and attempts another casting.
Cast Increase Reflexes F3: Magic(5)+ Spellcasting(6)+Sustaining Spell(-1) (10d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3547548/)
Drain Resist (4): Wil(5)+Cha(12) (17d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3547549/) [no drain]

Thor help me, let's try again.
Cast Increase Reflexes F3: Magic(5)+ Spellcasting(6)+Sustaining Spell(-1) (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3547550/)
Drain Resist (4): Wil(5)+Cha(12) (17d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3547551/) [no drain]

THOR HELP ME GRRRRR
Cast Increase Reflexes F3: Magic(5)+ Spellcasting(6)+Sustaining Spell(-1) (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3547552/)
Drain Resist (4): Wil(5)+Cha(12) (17d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3547553/)
That last one did the trick, but she felt a thump in her chest as the spell took hold, giving her the feeling of internal bruising. At least she's ready for action now. [IP's increase from 1 to 3, total initiative is now 9, 1S DV from drain]
Title: Re: IC: Urban Brawl -- 7
Post by: SeriousOne338 on <06-04-12/1314:13>
Dos.Boot Crouches behind a roof top exhaust fan, hiding in its shadow. Damn I miss my stealth gear, should have never left the service.. He is dressed for business not some runner off the street in a long duster and neon hairdo, no he's dressed in his best approximation of military combat gear. His gear stacks up as a new tactical hardened backpack that houses his deck, climbing gear, some spare clips, two thermal grenades and a survival kit complete with a small high grade medkit along with the usual assorted items. He’d armored his body with an old military surplus combat vest, that’s been painted black and been upgraded with a rudimentary thermal masking, non-conctive coating and fire resistant paint. He don’t look at me like that, when the shit hits the fan all this prep is important.   Making as little noise as possible he checks over his gear the revolver in his hip holster, the Compact Machine Pistol held under his shoulder in an underarm holster, and his KA-Bar strapped to his climbing harness. Using the old tried and true method of decking none of this new hacker crap that's all the buzz, he slips a small fiber optic wire plug into his datajack and with a thought bring his deck to life. The world slips into vibrant images a sensory overlay from his Renraku Storm cloud outlines the roof. The damp night once almost pitch black becomes a wireframe outline, revealing the roof in vivid detail, right “EyeBall” has checked in. Using his link with “EyeBall” he confirms that LEBD is holding position in an old broken down industry building with a good view of the balcony  windows and door. “Jacking” in for a moment to the drones gun cam he devotes a small VR window to keep that feed live if he needed to issue a kill order with the modified long gun.

Right lets get this show on the road, with a thought and a flick of one hand he begins scanning for local matrix nodes. He finds and recognizes the clubs security node. He pauses waiting for a moment then sends over the teams comlink “I am in position to disable the security node, when you are ready I will begin my cyber attack but I don’t want to go in ahead of time and set off an alarm”


Quote
The gear I am packing:
Deck, Climbing kit, survival kit, med kit, backpack with all it’s toys, 2 spare clips for my machine pistol (EX), 100m stealth rope w/ catalyst stick and my mini dragonfly drone.
Weapons:
Survival Knife
Ruger Super Warhawk
B&P MP9


[spoiler]

Ok I’m really really new at the whole hacker/decker world so bare with me I’m doing an extended test while Storm does her spells. I am scanning for security nodes:

13d6.hits(5)=6, 13d6.hits(5)=5, 13d6.hits(5)=8 (http://invisiblecastle.com/roller/view/3551266/)
So, I total 19 hits in scanning.

Also using stealth to mask my work:
14d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3551267/)
Total of 5 hits

[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: Teyl_Iliar on <06-06-12/1304:30>
Brick stays low from his position his eyes studying the Radar's overlay of the area as he formulates a plan.

@ Team via subvocal: "Get ready lady, gents. Dos I'm forwarding you my Radar's data overlay of the interior. See if you can use it to patch it into your fire support's targeting software just in case things get hairy. Zach you and I are primary over watch for storm if things go south, Dos's fire support is our ace in the hole. We do not shift from this position to the ground unless we're in greater danger staying than moving. The plan is as follows, Storm kills the nob and we escape in the chaos. We only deviate from that if we have no choice, and If things go wrong this is our order of priorities: Kill the target by any means necessary, Leave. Priority targets after the principal are any guards actively going after Storm, then other illusionists if they attempt to engage us. We don't need any of their mojo headed our way. Dos, access the system before storm moves in if possible. Try to get control of the security systems and loop'em if there is access, then get the lights, so we control how well everyone can see whats going on. If you can't get access or an alert goes out let us know. We'll toss smoke the old fashioned way, signal storm to move, and prepare for the worst. Let us all know once you're in, or we're in the shit."

Brick forwards the Radar data to Dos.Boot, pulls his mask down over his face and tweaks his sound filters to tone out the shitty club music engages his own background music and waits for a Sitrep.

Quote
OOC: Brick is available to talk to anyone if they have questions or want to modify the plan, but be prepared to explain why the change is needed.

Brick has with him:
Armor: Duster armored jacket, with combat vest (with smart pouches, etc.) underneath and with full securetech. He's wearing a black balaclava to cover his face and his protective Eye coverings are also down to keep his Red eyes from giving them away to the extra observant.
Gear: His Commlink and Backpack that has, a Trama patch, a stimpatch R6, Medkit R6 , Flashbang x4, Smoke Grenades x4, Smart jammer R6 Rope 100m, Armorer kit and certified credstick with 300 nuyen on it.
Weapons: Panther XXL loaded, locked and ready to rock with 4 clips, IngramX with APDS and stick and shock mags (1 each), Both Knives and a shock glove.
Title: Re: IC: Urban Brawl -- 7
Post by: SeriousOne338 on <06-07-12/1157:47>
        Reaching into his pocket Dos.Boot pulls a ski mask out and pulls it over his head, a little stealth never hurt. Using the key board built into his left hand gauntlet he starts keying in some simple code, accessing the programs he’ll need to run as he works in the matrix.

     “Affirmative, routing data to gun drone. I am beginning matrix intrusion, 3 mikes” {aka 3 minutes until he should be ready}  Dos begins routing information overlaying the radar data gathered to the visual output from the drone. “Humm that should be helpful but I need to get TacNet Software to make it better.” Having already scanned and identified the nodes in the castle within range Dos begins his hack, running in Cold sim mode for the time being rather than hot sim. From the onset of gaining access he starts running his stealth program to cover his tracks, first he tries to exploit the systems weaknesses something his deck was made for.

Quote
His deck’s operating programs layout like so:
Ergonomic:
-Stealth: 5
-Command: 5
-Exploit: 5
-Scan: 5
Non-Ergonomic:
-Edit: 5
-Spoof: 5
-Analyze: 6
-Browse: 6
-Decrypt: 5
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <06-08-12/0437:12>
Zach remains silent. Brick`s plan seeems to be as good as any other. He just places the dragofly drone above the skylight window, so it can breach the glass if necessary while descending to the ball room, and he picks one of mages as a target. Considering the range, he sticks with riffle he had borrowed from Brick for their wild life detour. Seems like ages....risking life because of pack of caffee...well, he definitely rather sticks with wetwork kind of missions after that experience...at least for the while. And so they are...hidden in shadows of elven mansion, deep in the Tir...Land of wonders, so he heard. He only hopes that it would take less than a miracle to kill one of those pointy eared nobles.

@B: Mages first, just in case they won`t lay down and stay down.

And...
just as a good habit...
Zach scans surroundings even outside the building, looking for surveillance/sentry drones, both ground and aerial, guardian animals and, of course, hidden sentry points
INT(4)+PERC(4)+A/V Enhancement(3)+Actively looking(3) (14d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3556262/)
(@Inca: Apply additional modifiers by removing dices, this is max dicepool for this oportunity IMO)
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <06-11-12/1444:46>
OK gents longer we stay here higher the risk someone finds us. Storm get the ball spinning!
Title: Re: IC: Urban Brawl -- 7
Post by: SeriousOne338 on <06-11-12/1907:33>
Good time to cause some havoc, Dos. Opens his editing program the icon a pen and paper and begins writing some new code. First was the easy fire alarm code, nothing fancy those systems always were a bit hairy, prone to going off at a bad look. The doors were a bit more difficult, first was releasing the fire safety so the locks would not open. Then it was a matter of making the node think it was going into lock down to keep those door sealed. His icon on the system shifted to fit in and allow him to seem as he if he's part of the node. Don't mind me just a wage slave doing some work.....

Then another idea cam to mind so he wrote a complex script if they need another distraction. The idea was to cause a distraction so making an alarm trigger in another part of the castle like another Runner team was trying to enter should work. His hand flying as he writes the code he wants, accessing his deck he downloads some old MP4 files, gun shots, some movie quality explosions and some old allies yelling into their com’s with tactical orders. After a minute in VR he had his program ready an alarm to set off on the other side of the castle slowly working the way to the ballroom. To add to the realism of the alarm he plotted out gunshot sounds and expolosions intermixed with the occasional “Frag out, and Cover Fire” the damn thing would sound like a small military force assault. “Heh that should give the security goons some trouble.”  He sets that as a backup program, that he could release with an easy thought.

I am ready with the distraction, once I drop it I’m logging off. Too much danger sitting online when this hits the fan he sends via his comlink.

[spoiler]
Logging on:
Exploit to gain access:
16d6.hits(5)=7 (http://invisiblecastle.com/roller/view/3561121/)
Analyze find the correct nodes and places to cause trouble at.
Analyze: 15 =Analyze:6+Computer:4+PuSHeD:1+Enceplon:2+ CodeSlinger +2
15d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3561105/)
Exploit the node so I can drop in my fancy new codes and it won't notice:
16d6.hits(5)=8 (http://invisiblecastle.com/roller/view/3561112/)
Edit to make the changes to the system, fire alarm and doors:
15d6.hits(5)=9 (http://invisiblecastle.com/roller/view/3561106/)

Next is my little creation the assault party should I need to release hell and make a bigger distraction:
Edit + Throwing in Edge for some help:
17d6.hitsopen(5,6)=11 (http://invisiblecastle.com/roller/view/3561102/)

Hehehehe, I’m evil and I know it.
[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <06-11-12/2023:15>
Storm is standing on the pedestal, keeping her attention focused on the gyrating illusion she's weaving with the other two mages. She's wearing her form-fitting body armor and black Urban Explorer jumpsuit, which fortunately is at least somewhat in style right now. Its ruthenium fiber coating glistens softly in the light cast by the illusion. She's wearing her combat fetish high on her arm against her bare skin, a circlet with a phoenix feather embedded inside. She's using both of her sustaining foci, comprised of two rings she wears on either hand. Her prized power focus rests against her throat, an irridescent silver feather set into a choker necklace. She's got a veil pulled up over her mouth and nose, hiding her features as well as possible. She's wearing her special glasses, contact lenses, and earbuds, all of which enhance her already magically enhanced perception.

She begins the process of casting her Improved Invisibility spell, but she keeps the final invocation on the edge of her brain until she gets the signal from the team above as they take out the other mages and sound the fire alarm. She plans to make sure there's nobody around that can astrally catch of glimpse of her and spoil all the fun that's about to come.

Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <06-15-12/2031:01>
[jumping back to the prep phase for the hit]

Storm decides that Karii, her bound Valkyrie spirit, may not be enough for this particular mission. She's been a tremendously powerful combatant, but there are additional targets this time. Storm is going to call upon a second Valkyrie to be on standby in case she's needed. She summons the spirit but doesn't intend to pull

Summoning Guardian Spirit, Force 5, optional power: Concealment

Summon F5 Guardian Spirit: Magic(5)+Summoning(4)+Specialization(2)+Power Focus(4)+Sustained Spell(-1) (14d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3566705/)
Summon F5 Guardian Spirit: Spirit Resist (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3566706/) [3 net services]
Summon F5 Guardian Spirit: Drain Resist(6): Cha(12)+Wil(5) (17d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3566707/) [soaked all 6 drain!]

A hard-looking Valkyrie wielding a battle-ax is summoned, looking vicious and cold.

Both Guardian Spirits have been instructed to wait just outside the realm of the Astral Plane until called upon.

[back to the action...]

Storm sizes up the two illusionists, trying to decide which one will be the better patsy. She decides that one of the two is decidedly more charismatic than the other and that she would be the one that needed to die first.

The plan is simple. Wait until the opportune moment, and attack both the mark and the illusionist simultaneously with the spirits, then convince the guards that they have been betrayed by the second illusionist. If necessary, she would kill the second illusionist herself. Wouldn't it be ironic if she were treated like a hero for saving the guests from the rampaging renegade mage? She laughed inside at that. A cold, mirthless laugh.

Storm waits until the target is distracted, then has her spirits spring into action.

Surprise Init roll: Int(5)+Rea(2)+Increased Reflexes(2)+Ambushing(6) (15d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3566717/)
Title: Re: IC: Urban Brawl -- 7
Post by: Teyl_Iliar on <06-15-12/2133:35>
Brick Holds for Storm to initiate the hit keeping close eyes on one of the mages. @Das subvocal:"Good work. She'll signal you to drop the distraction when she's ready to strike. Have your drone cover the target just in case Storm can't finish the job. Zach and I will focus on the magic if things go to shit." @Storm txtmsg: Signal Das when you're about to kick things off so he can drop the distraction when you're ready. @ Zach subvocal:"Good call. We'll focus fire on them first if whatever our assassin has planned doesn't work. I told Das to have his drone cover the Target in case he gets away from her."
Brick Surprise roll 9+3(partial)=12 (12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3566725/)/Initiative roll Ref5+init4=9 (9d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3566729/) (OOC:Roof top team Add +3 to your surprise rolls.)
[spoiler]Brick's Initiative: 10 (surprise score 5)
Panther: [online] 19 rounds
Smoke Grenades 2/ Flashbangs 2
Radar: [active] 1 scan per 3 seconds set interval data set to relay to team's closed network (display as AR overlay: optional)

Quick reference
Condition: 12P/10S  (no current damage)
Perception 5 (8/13 if visual/hearing)
Passive Defense: 5 
Full defense: 8
Armor: 8/6 (Armor Jacket) + 6/2 (FFBA) 1 natural armor  =15/9 
Armor modifiers: -6 non conductivity, 6 Fire resist, 6 chem protection,
Base Combat Pool (Close combat 3 + agility  5 + Personalized grip 1 = 9)
(Heavy weapons: agility 5 + Hvyweapons 5 + smart link 2 + specialized 2 =14) 10P -5 AP
(Automatics: agility 5 + automatics 3 + smartlink 2 =10) 5P -0 AP[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <06-16-12/2207:13>

@Storm:
You see that Tahldrin of House Eyllin is busy speaking with a young lady he is waltzing with and obviously trying to impress her so that she'll join the entourage of females he already has lined up to take to his chambers at the end of the evening.  Now's the time to act!  You send the mental command to your Valkyries and they immediately begin to take shape.  Even though you are seeing all this in magnificent astral colors you know that your minions are taking physical form as well, yet it does not seem to disturb the crowd already dazzled by the myriad of illusions lighting up the ballroom. 

(https://dl.dropbox.com/u/66568711/SR%20shares/UB7_1.jpg)

[spoiler][OOC: Roll to see if Illusionists could tell apart your spirits from one of the illusions.  Making that threshold 3.  Remember, spirits are first summoned to the Astral Plane and then can be ordered to vanish to the metaplanes, so they would spend a little time in the astral.  Assensing: Int 4 + Assense 3 = (7d6.hits(5)=2, 7d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3568248/).  I2 definitely sees  and can tell what kind of spirit.  Rolling to see if he knows something is fishy I2's Int 4 + Logic 5 (1) = (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3568290/).  He figures out Storm is doing something fishy.

Will also roll the Guard's ability to perceive the materializing spirits.  I'm making it threshold 5 because it's very hard for them to distinguish it from one of the illusions.  Guard's Perception: Int 5 + Perc 4 + (secret) 2 (5) = (11d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3568291/).  They can't tell the materializing spirits apart from illusions yet.
Illusionists Surprise: (8d6.hits(5)=0, 8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3568198/).  Illusionists Init: (8d6.hits(5)=2, 8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3568200/).  Guard's Surprise: Init 13 + (secret) 2 = (15d6.hits(5)=9) (http://invisiblecastle.com/roller/view/3568221/).  Guard's Init: Init 13 + (secret) 2 = (15d6.hits(5)=8) (http://invisiblecastle.com/roller/view/3568219/).  Tahldrin's surprise= (6d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3568231/).  Tahldrin's Init= (6d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3568232/).   
Spirit's Surprise: Fx2 + 1 = (11d6.hits(5)=5, 11d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3568266/)
Spirits Init: Fx2 + 1 = (11d6.hits(5)=5, 11d6.hits(5)=8) (http://invisiblecastle.com/roller/view/3568255/)

So summarizing rolls so far: Storm summons 2nd spirit, calls bound spirit from metaplanes, i'll just count that all as one simple for this pre-combat command.  Illusionist 2 (I2) sees that it's not an illusion and right away knows some shit is going down but he can't act based on this until 2nd IP, so he's holding his action till then.  Spirits materialize in order to attack Tahldrin, guard's can't tell that they're not part of illusion.

V1 and V2 mean Valkyrie 1 and Valkyrie 2.
]
[/spoiler]

Surprise:Guards-9, V1-5, Brick-5, Storm-3, V2-2, I2-1, Tahldrin-0, I1-0 
Init:Guards-21, Spirit2-19, Spirit1-16, 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
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <06-17-12/0953:51>
Storm's initiative roll: Int(5)+Rea(2)+Increased Reflexes(2) (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3568799/) Init=11
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <06-17-12/1215:13>
Zach...
[spoiler]Surprise roll:
14d6.hits(5)=3 (http://invisiblecastle.com/roller/view/3568925/)

Initiative score:
11d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3568927/)=16
[/spoiler]
...is waiting for the show...
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <06-17-12/1244:00>
Storm uses a free action to write a text message to Dos Boot, which she'll be able to send in just another moment or two when she's less distracted [OOC: message to be sent on her Action Pnase this IP]:

The guards may be using a tacnet. Try to hack it and identify the illusionists as targets.
Title: Re: IC: Urban Brawl -- 7
Post by: SeriousOne338 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



[Spoiler]
Ambush/surprise  test:
16d6.hits(5)=7 (http://invisiblecastle.com/roller/view/3569948/)
I’m at: 23

And my imitative: 
9d6.hits(5)=2 (http://invisiblecastle.com/roller/view/3569954/)
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 (http://invisiblecastle.com/roller/view/3569959/)

Initiative pass 2:
Exploit to gain access:
16d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3569939/)

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 (http://invisiblecastle.com/roller/view/3569960/)

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

3rd complex action:
16d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3569961/)

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 (http://invisiblecastle.com/roller/view/3569941/)

[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <06-18-12/1355:30>
[spoiler][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.][/spoiler]

@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.

[spoiler]@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.[/spoiler]

@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.

(https://dl.dropbox.com/u/66568711/SR%20shares/UB7_2.jpg)
 

@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
Title: Re: IC: Urban Brawl -- 7
Post by: Teyl_Iliar 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.)
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <06-19-12/0305:39>
delaying action, ready to support attack on target (waiting for G6/G5 to declare actions)
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo 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.
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <06-19-12/1828:41>
[spoiler][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) (http://invisiblecastle.com/roller/view/3571891/).  Drain is 5S, Logic 5 + Will 4 = (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3571896/).  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) (http://invisiblecastle.com/roller/view/3571909/).  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) (http://invisiblecastle.com/roller/view/3571929/).  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) (http://invisiblecastle.com/roller/view/3568308/).  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) (http://invisiblecastle.com/roller/view/3568314/).  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) (http://invisiblecastle.com/roller/view/3572044/).  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) (http://invisiblecastle.com/roller/view/3568315/).  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) (http://invisiblecastle.com/roller/view/3568316/).  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) (http://invisiblecastle.com/roller/view/3572014/).  V1: Reaction (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3572015/).  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) (http://invisiblecastle.com/roller/view/3572021/).  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) (http://invisiblecastle.com/roller/view/3572030/).  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) (http://invisiblecastle.com/roller/view/3572040/).  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) (http://invisiblecastle.com/roller/view/3572059/).  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. 
]
[/spoiler]
@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.

(https://dl.dropbox.com/u/66568711/SR%20shares/UB7_3.jpg)


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}
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo 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) (http://invisiblecastle.com/roller/view/3575201/)

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.
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr 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.
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <06-25-12/1231:36>
[spoiler][OOC: @Dos
Firewall 5 + Analyze 5 = (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3577445/).  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) (http://invisiblecastle.com/roller/view/3577477/).  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) (http://invisiblecastle.com/roller/view/3577488/).  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) (http://invisiblecastle.com/roller/view/3577486/).  V1: Reaction 8 + Wide Long Burst - 5 = (3d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3577490/).  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) (http://invisiblecastle.com/roller/view/3577492/) takes 6P.

G4 WLB at V1: Agility 8 + Auto 5 + Amartlink 2 + (secret) 2 + recoil -1 + med range -1 = (15d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3577496/).  V1: Reaction 8 + WLB -5 + prev def -1 = (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3577497/).  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) (http://invisiblecastle.com/roller/view/3577498/).  Takes 3P.

G5 WLB V1: Agility 8 + Auto 5 + smart 2 + (secret) 2 + recoil -1 = (16d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3577500/).  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) (http://invisiblecastle.com/roller/view/3577503/).  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) (http://invisiblecastle.com/roller/view/3577504/).  I'll do Edge reroll V1: Edge reroll = (9d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3577510/).  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) (http://invisiblecastle.com/roller/view/3582155/).  V2: Reaction 8 + WLB -5 = (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3577506/).  Incoming is 14P.  V2: Body 6 + Modified Armor 6 = (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3577508/).  V2 will do an Edge reroll V2: Edge reroll = (9d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3577513/).  Takes 7P.

G10 WLB V1: Ag 8 + Auto 5 + Smart 2 + (secret) 2 + recoil -1 + medium rang -1 = (15d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3582160/).  V2: Reac 8 + WLB -5 + prev def -1 = (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3582169/).  Incoming is 10P.  V2: Body 6 + Mod Armor 6 = (12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3582171/).  Edge reroll: (7d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3582174/).  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) (http://invisiblecastle.com/roller/view/3582230/).  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!!

 
[/spoiler]

@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}
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <06-25-12/1403:54>
@Storm: Finish him...
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo 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) (http://invisiblecastle.com/roller/view/3582907/) [DV=13S]

Drain resist (3): Wil(5)+Cha(12) (17d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3582935/) [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.
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr 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) (http://invisiblecastle.com/roller/view/3583978/) = 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.

[spoiler](Microdrone, Chameleon coating)[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: SeriousOne338 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


[spoiler]
Initiative: 9+5 = 14
9d6.hits(5)=5 (http://invisiblecastle.com/roller/view/3583647/)

So I guess this is a complex action, so IP pass 1
Computer+hacking: shutting down alert.
10d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3583639/)

IP pass number 2
Edit: Changing tactical target to the other mages
15d6.hits(5)=6 (http://invisiblecastle.com/roller/view/3583652/)
[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <06-26-12/1102:01>
Oh Wagner where art thou!!!
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <06-26-12/1434:07>
@Storm:
[spoiler]

@Storm:
 I2: Will 4 + Counterspell 4 = (8d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3583411/).  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 (http://invisiblecastle.com/roller/view/3583786/).  Distance: 1d6=5 (http://invisiblecastle.com/roller/view/3583787/).   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) (http://invisiblecastle.com/roller/view/3583769/).  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) (http://invisiblecastle.com/roller/view/3583853/).  You got lucky and they haven't spotted you yet.  Roll Init.

@Everyone:
Roll init!

Illusionist1 Init: (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3583858/).  Guards Init: (13d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3583913/).  Valkyrie 2: Init 11 + Wound -3 = (8d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3583931/). 
[/spoiler]

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. 

(https://dl.dropbox.com/u/66568711/SR%20shares/UB7_4.jpg)


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}
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <06-27-12/2313:38>
[spoiler]
Brick Init: (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3585766/).  IC init: (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3585788/)
[/spoiler]

@Dos:

The restricted alert on your Access ID has scrambled IC to the node which has now logged on.  It detects your Icon immediately.


IP1,CT2: Guards-17, Dos-14, IC-12, Brick-12, 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}
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <06-28-12/0005:26>

Resist Toxin: Bod(3)+Chemical Protection(6) (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3585814/)

Using Edge to re-roll failures:

Resist Toxin: Re-roll failures(6) (6d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3585818/)

Storm manages to shrug off the effects of the toxin in the CS gas. She thanks Thor for having the forethought to wear her hooded jumpsuit.


Init roll: Int(5)+Rea(2)+Increased Reflexes(2) (9d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3585811/)

Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <06-29-12/1051:38>
RE(7)+INT(4) (11d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3587660/) = INI 14
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <06-29-12/1555:39>
@all: Txtmsg: take out the mage, third spirit coming in soon
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <06-30-12/1408:47>
[spoiler]
The Illusionist needs to save against the tear gas.  I2: Body 3 = (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3589280/).  He'll suffer the effects at the end of this CT if he survives.

Now G3 shoots:
G3 WLB at V2: Ag 8 + Auto 5 + Smart 2 + Tacnet 2 = (17d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3589170/).  V2: Reaction 8 + Wound -3 = (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3589171/).  Incoming 9P.  V2: Body 6 + Mod Armor 6 = (12d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3589173/).  Takes 3P and is disrupted.

G5 spends simple to get up: Body 4 + Will 5 (2)= (9d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3589268/).  Then G5 and G6 spend Simple Action and a Free action to grab Tahldrin and run.  I'll make it a (3) Strength Check: G5&G6: Strength 6 + Body 4 (3) = (10d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3589272/).  They're having problems picking him up from his crouched position.  One of them spends a free to shout "MY LORD, COME WITH US!".
I'll roll composure check for Tahldrin threshold 3.  Tahldrin Composure: Cha 3 + Will 4 (3) = (7d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3589274/).  He stays curled up...almost a critical glitch!  Tahldrin is again under Partial Cover from Guards 5 & 6 shielding him.

When they do move through the crowd, now that it's in chaos i'll halve movement rates.

G1 and G2 both react to the breaking of the glass and the smoke grenade thrown down from above.  The plane of scatter will be horizontal with 1 being due north etc
.  .
G1 shoots Flashbang at center of skylight.
Scatter direction: (1d6=4) (http://invisiblecastle.com/roller/view/3589252/).
Scatter distance: (2d6=5) (http://invisiblecastle.com/roller/view/3589253/)
G1 flashbang minigrenade at center of skylight: Ag 8 + Heavy Weapons 4 + Smart 2 + Tacnet 2 + Medium Range -1 + Called shot through Skylight -4 = (11d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3589251/).  So that's 3 meters south of center of skylight.  The center of the blast is 6m from Brick, 5m from Zach, and 7m from Dos with a 10m radius that envelopes everyone.  Roll your defense with -2 for AOE.  For each hit you can get 1m further away from the blast center.  If you're still within 10m then soak 6S damage with Impact -3 AP.

G2 does the same thing:
Scatter direction (1d6=6) (http://invisiblecastle.com/roller/view/3589259/).
Scatter Distance: (2d6=6) (http://invisiblecastle.com/roller/view/3589260/).
G1 flashbang minigrenade at center of skylight: Ag 8 + Heavy Weapons 4 + Smart 2 + Tacnet 2 + Medium Range -1 + Called shot through Skylight -4 = (11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3589261/).  So that's 1m North West of center of circle.  That's 8m from Dos, and 9m from both Zach and Brick.  Roll defense the same as for first grenade to see how far you can move away but include an extra -1 for 2nd defense.

Just remember that unlike other defense rolls, in this one you actually move, so consider your character going X meters radially away from the blast center for each defense.  I'll put a temporary red dot marker at each blast center.

After rolling this defense then the team can act in whatever order.

@Brick:
I'll roll for you:

[/spoiler]

@Storm:
The guards quickly mow down the last Valkyrie sending glowing ichor everywhere.  The backlash across the mental link connecting you to both your minions is excruciating and you imagine Thor looking down on you disapprovingly for having sent two good warriors straight into the meat-grinder while you hide.   Even in this tense moment you quickly make a mental note to try and kick the bad habit of shooting up Psyche to ease the load of casting.  This might put you in better standing with your Lord Almighty.  You've tried to before, but if you come out of this alive, you swear to yourself that from now till Ragnarok you won't taint your body ever again.  Hopefully this won't end up like the promises you've made to yourself before.

The small respirator and goggles built into you're armor suit which your veil was covering manages to filter out the tear gas so that you don't feel the effects.  The illusionist however you can see starting to cough a little bit.

The two guards nearest Tahldrin grab him and try to pull him to his feet while shielding him with their body as much as possible but the cowardly nobleman just won't budge as he's curled up in a little ball whimpering.  One of the Guards yells at him "MY LORD, COME WITH US!!!"

Some of the guards must have seen where the smoke grenades came from and relayed the info instantly over the Tacnet they must be running.  Just as quickly as they've reacted to everything else the two guards protecting the open massive ballroom maindoors launch a pair of shots from their under-barrel grenade launchers straight up at the skylight.  Both projectiles punch through the stain-glass and then explode with a WHOMP! that makes your ears pop sending down a shower of broken glass which covers the ballroom and the screams of the fleeing dancers grows even more cacophonous.

@Brick, Zach & Dos:
The Stain glass dome suddenly errupts in a bright flash....

(https://dl.dropbox.com/u/66568711/SR%20shares/UB7_5.jpg)


IP1,CT2: Guards-17, Dos-14, Zach-14, Storm-13, Brick-12, IC-12, V2-10, I2-10
Wounds: Tahldrin{6P,3S, -3, prone}, G9{prone}, I2{3S, -1}, V2{7P,2P}
Edge: Brick-3/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3
Ammo Used: G1{1Flash}, G2{1Flash}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <07-02-12/1448:21>
RE(7)+Gymnastics(3)+Combat sense(2)-AOE(2) (10d6.hits(5)=4, 10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3591543/) 4 hits, 3 hits (-1 dice from second roll)

Body(4)+Imapact(4-3=1) (5d6.hits(5)=3, 5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3591554/) Only 1st roll applies. 3 Stun taken, -1 mod.
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-03-12/1727:55>
@Zach:
With catlike speed you tuck and roll with the impact of the flashbangs and pop back up to your feet 3 meters away from the edge of the skylight.  You're ok except for the stars you're seeing and everything sounds like it's underwater all of a sudden.  You shake your head and try to focus.


IP1,CT2: Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12, V2-10, I2-10
Wounds: Tahldrin{6P,3S, -3, prone}, G9{prone}, I2{3S, -1}, V2{7P,2P}, Zach{3S}
Edge: Brick-3/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3
Ammo Used: G1{1FB}, G2{1FB}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}
Title: Re: IC: Urban Brawl -- 7
Post by: Teyl_Iliar on <07-03-12/1951:15>
Brick reaction roll 5 (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3593358/),reaction roll #2 (5d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3593361/) Ouch.
damage resist x2 body 8dp + half impact armor 5dp (rounded up)= 13dp (13d6.hits(5)=2, 13d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3593379/) I don't like that first damage resist so I'm gonna use edge... edge re-roll my misses on first damage resist 11DP (11d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3593387/)(fucker.) that leaves me with 3 stun from the first FB and i believe nothing from the second...(?) [spoiler]I'll roll up my actions after I'm sure of what kind of damage and modifiers I've got now. Question did I lose all my aim actions because I wouldn't have moved if it had meant losing my aim actions. (Also I won't face any flash negatives thanks to flare compensation.) [/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <07-04-12/0044:40>
Summoning F9 Guardian Spirit: Magic(5)+Summoning(4)+Specialization(2)+Power Focus(4)+Sustaining(-2) (13d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3593744/)

Spirit Summoning Resist (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3593747/) [4 net services]

Drain Resist(4P): Cha(12)+Wil(5) (17d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3593750/) [no drain! sweeeeet!]

Optional Powers: Concealment, Natural Weaponry, Elemental Attack: Thunderclap (Blast)

Storm summons a more powerful valkyrie spirit directly to the physical plane. She feels a pang of guilt at allowing the previous spirits to be disrupted in such a disgraceful way and vows to do what she can to avoid having a similar fate for this new spirit. Thor will be happy with this, she's sure of it.

The spirit materializes from the metaplanes next to the target. She is wearing a full suit of shimmering armor and is armed with an enormous two-handed morningstar.
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-05-12/2317:42>
@Dos:
[spoiler]I'll roll your reaction: Dos defense: Reaction 5 + AOE -2 = (3d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3596127/).  You're far enough away from 2nd Flashbang, but first Flashbang gets you.  Dos: Body 3 + Impact 8 + AP -3 = (8d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3596130/).  You take 2S.

 You spend simple to hack an alert shutdown order, and your previous roll was 5 hits.  G7's Comm: System 5 + Firewall 5 + alert 4 = (14d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3596114/).  I'll just NPC you spending another simple to try again.  Dos alert shutdown 2nd attempt: (10d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3596118/).  G7's Comm: System 5 + Firewall 5 + alert 4 = (14d6.hits(5)=9) (http://invisiblecastle.com/roller/view/3596120/).  2nd try also unsuccessful.

Now the IC attacks.  IC: Pilot 5 + Attack 5 = (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3596139/).  Now you roll Firewall + Reaction as the defense.  Then soak damage with System + Armor if you have it loaded.

[/spoiler]
As the alert goes off against your access ID inside the node you quickly begin trying to bypass the firewall and get the pesky alert shut off but the security measures are rather advanced.  Suddenly you see the skylight burst open with a bright blast and you jump backwards.  Your helmet and armor definitely took the edge off most of the brunt but the distraction caused you to fail in commanding the node properly and the alert persists!


@Brick:
[spoiler]You only took damage from the first Flashbang.  It's your turn, i accidentally jumped the gun and had the IC attack, but it's not problem, just take your action phase.  Since you only moved 1m backwards  I'll let you make a Willpower + Agility check with wound modifier theshold (3) in order to keep your aim i.e. keep the accumulated bonuses.  If you fail, then the blast made you lose the magnification and dicepool bonuses and have to start over.[/spoiler]
The glare comp of your cyber-eyes shutters instantly and you cover your face and take a step back from the skylight (1m).  You stand your ground and just let the pressure wave wash over you and then shake your head trying to get your bearings as fast as you can. 

@Storm:
[spoiler]Valkyrie uses complex action to materialize.  V3 Init: (19d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3596109/).  Init score is 23.  She'll hold her action until Storm spends Simple Action to command.[/spoiler]
Your newly summoned Valkyrie begins to materialize and take shape as she enters the physical world from the astral, bigger than even Brick himself. 
(http://blog.al.com/techcetera/2008/08/thValkyrie2b.JPG)


IP1,CT2: V3-23, Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12, I2-10
Wounds: Tahldrin{6P,3S, prone}, G9{prone}, I2{3S}, Zach{3S}, Brick{3S}, Dos{2S}
Edge: Brick-3/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6, Illusionists 3/3
Services: V2-2/3,V3-4/4
Ammo Used: G1{1FB}, G2{1FB}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}
Title: Re: IC: Urban Brawl -- 7
Post by: SeriousOne338 on <07-06-12/1437:46>
Awww Drek, stupid node Dos thinks as he matrix dodges to the right when the node's IC attacks. Readying another command to stop the alert, then he will deal with the IC. With a quick thought he sends his avatar into a thick field of data dodging the IC's attack. 

[spoiler]
Sorry been having Real Life issues,
Firewall+reaction: 11d6.hits(5)=8 (http://invisiblecastle.com/roller/view/3596722/) So the dodge is good.

I guess that is all I can do this turn so I will wait unti next turn to try and shutoff the alert and deal with the IC.
[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: Teyl_Iliar on <07-06-12/1940:14>
Will3+Agility5=8 (8d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3597053/) (booya.)

Brick steps back as the Flashbangs go off, and as his cybereyes compensate for the flash and the thundering clap of the grenade goes off He lets loose the first wide burst of his panther at the standing Illusionist.  Agility5+Hvywpns7+smartlink2+aim5=19-1wound=18dp (18d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3597121/), (I want more!) Edge reroll for the shot against the Illusionist. (14d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3597149/) 9 hits total. (remaining edge:1)   So they want to play with big guns eh? Then lets play...
Brick then Immedately changes targets to the guard with the grenade launcher, and fires a his second wide burst. Hvywpns shot at Guard#1 14dp -2(1 for wound 1 for target change.)=12dp (12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3597185/) After Firing the last burst, Brick moves quickly clockwise around the skylight.

(OOC: Brick intends to move to about 9 O'clock on the circle of the skylight. to avoid the next set of possible incoming grenades


[spoiler]Brick's Initiative: 12
Panther: [online]  6 fired, 13 rounds remaining
Smoke Grenades 2/ Flashbangs 2
Radar: [active] 1 scan per 3 seconds set interval data set to relay to team's closed network (display as AR overlay: optional)

Quick reference
Condition: 12P/10S  (3 stun -1)
Perception 5 (8/13 if visual/hearing)
Passive Defense: 5 
Full defense: 8
Armor: 8/6 (Armor Jacket) + 6/2 (FFBA) 1 natural armor  =15/9 
Armor modifiers: -6 non conductivity, 6 Fire resist, 6 chem protection,
Base Combat Pool (Close combat 3 + agility  5 + Personalized grip 1 = 9)
(Heavy weapons: agility 5 + Hvyweapons 5 + smart link 2 + specialized 2 =14) 10P -5 AP
(Automatics: agility 5 + automatics 3 + smartlink 2 =10) 5P -0 AP[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-09-12/2026:47>
@Brick:
[spoiler]
There's a -2 for low-light vs. thermal smoke so first roll is unchanged, but edge re-roll loses a hit so it's 8 hits. Illusionist 1: Reaction 4 + WSB -2 = (2d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3600565/).  Incoming is 17P.  Illusionist 1: Body (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3600571/).  I1 is dead.  No thermal smoke for G1.  Guard 1: Reaction 7 + WSB -2 = (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3600540/).  Incoming 12P.  G1: Body 4 + Ballistic 14 + AP -5 = (13d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3600574/).  Takes 7P.  Rolling heavy damage: G1: Edge 2 (1) = (2d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3600581/).  I'll say he loses arm and is bleeding to death (-1 box/CT). 

I'll post the guard's action in just a little bit cuz i gotta run....
[/spoiler]

Brick stands his ground and lets off two reverberating bursts from his panther cannon as if he were a one man combat chopper.  The illusionist is cut in half and explodes in a cloud of red mist but amazingly the guard who shot the grenades seems to survive the volley due to his armor but he drops his firearm as he clutches the stump of his arm which just got taken off and is bleeding profusely. 


IP2,CT2: V3-23, Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12
Wounds: Tahldrin{6P,3S, prone}, G9{prone}, Zach{3S}, Brick{3S}, Dos{2S}, G1{7P, prone, bleeding}
Edge: Brick-3/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6
Services: V3-4/4
Ammo Used: G1{1FB}, G2{1FB}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G10{1clip reg, 6 APDS}, Zach{1smoke,1CS}, Brick{6}
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-10-12/0430:56>
[spoiler]
G3,5&6 all try now to lift get Tahldrin up and move him, so this time i'll make it a threshold 2.  Str 6 + Body 4 (2) = (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3600977/).  They succeed in getting him to his feet and move him 4 meters with each guard spending a complex  action.  They are covering him up to try and protect him with their armor.  I'll handle this now as if it were called shot (I'm making it -5) to hit Tahldrin.  He gets good cover defense roll (+3 to reflect restricted movement under good cover) as well.  If you miss the called shot i'll say one of the guards has to soak base damage.   

G4 also uses a free to make a break for Tahldrin. 

G2,7,8 & 10 begin laying down suppressive fire at the skylight.  Both G8&10 have -2 for smoke. 
G2,7,8 & 10: Ag 8 + Auto 5 + Smartlink 2 + Tacnet 2 + Medium Range -1 = (16d6.hits(5)=4, 16d6.hits(5)=4, 16d6.hits(5)=4, 16d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3600987/).  Taking off -2 for G8&10, that gives 3 hits for G8's suppressive fire zone. 

@Brick:
Brick is currently susceptible  to G2 and G10's zones, so he must make two Edge + Reaction rolls, one with threshold 4 and the other with threshold 6.  I'll give you a good cover +4 to this roll.  Each one you fail you need to soak Base damage of 5P with an AP -4.   

@Dos:
You are susceptible to G7 & G8's zones.  You also make Edge + Reaction (4) and (3) rolls respectively.  You also get good cover bonus +4.  For each one you fail soak 5P with AP -4. 

The way you guys can get out of the zones is by moving out of the zone (3 or more meters away from the rim of the skylight where you can't shoot either) and you make one more Edge + Reaction roll upon your exit.   

You guys can all act in any order.

[/spoiler]

The third guard finally runs over to help the fifth and sixth guards, shoving people aside, and the three of them working together finally get Tahldrin to his feet and begin making their way to the northwest kitchen door.  They expertly hold their lord close and shield him with their bodies making it hard to get a clear shot from any angle. 

After seeing the illusionist and one of their fellow guards eat some serious lead, several of them point their SMG's toward the skylight and just begin to unload.  Any stray shards of glass hanging from the rim of the skylight begin to shatter and shower down onto the ballroom as flying lead bursts out into the night.

(https://dl.dropbox.com/u/66568711/SR%20shares/UB7_6.jpg)


IP2,CT2: V3-23, Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12
Wounds: Tahldrin{6P,3S, prone}, G9{prone}, Zach{3S}, Brick{3S}, Dos{2S}, G1{7P, prone, bleeding}
Edge: Brick-1/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6
Services: V3-4/4
Ammo Used: G1{1FB}, G2{1FB, 20APDS}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G7{20APDS}, G8{20APDS}, G10{1clip reg, 26 APDS}, Zach{1smoke,1CS}, Brick{6}
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <07-10-12/0723:21>
Storm sends a mental picture of Tahldrin to her newly materialized spirit, along with the simple message, "Intercept and kill him before he can leave."

Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-11-12/1424:33>
@Storm:
[spoiler]
V3: Agility 10 + Blades 9 + Charge 2 + Called Shot -5 = (16d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3602764/).  Tahldrin: Reaction 3 + Good Cover 4 + Edge 2 = (9d6.hitsopen(5,6)=1) (http://invisiblecastle.com/roller/view/3602767/).  Incoming damage 14P.  Tahldrin: Body 3 + Impact 4 + Edge 2 = (9d6.hitsopen(5,6)=2) (http://invisiblecastle.com/roller/view/3602774/).  Takes 12P.   Not gonna say anything more about his status cuz you can't see him well enough.
[/spoiler]
As soon as you issue the mental command, the massive warrior woman leaps into the air over the throng of dancers, whirling her morning star so fast it begins to hum.  As her leap brings her within meters of Tahldrin and the guards protecting him she lets the spiked metal ball fly straight.  It comes crashing down on to the huddle of armored guards but they seem un-touched yet the ball just sticks there, one of the spikes having impaled itself into the target underneath.  She wrenches the ball back to herself and as it becomes unstuck you see a splatter of blood trail it.   

The massive Valkyrie yells out "NA'LIX STROM!!  SHOW YOURSELF AND FIGHT LIKE A TRUE WARRIOR BY MY SIDE!!.  The war-cry reverberates through the whole ballroom.

She could have just said it through the mental link but she yelled it out on purpose.  You can feel her red hot searing anger at being forced to commit an act any self-respecting knight of Thor would consider far beneath her.  Assassinations, trickery and other such deceitful ways are not the domain of one so honorable as herself, yet she is bound by duty to serve you however much it may disgust her.  You have never brought a being so powerful as herself into the world to aid you and you have no idea how far she can be pushed nor how deep her vengeance may be once she is no longer sworn to obey you.



IP2,CT2: V3-23, Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12
Wounds: Tahldrin{6P,3S,12P}, G9{prone}, Zach{3S}, Brick{3S}, Dos{2S}, G1{7P, prone, bleeding}
Edge: Brick-1/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6, Tahldrin 0/2
Services: V3-4/4
Ammo Used: G1{1FB}, G2{1FB, 20APDS}, G3{1clip reg, 12 APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G7{20APDS}, G8{20APDS}, G10{1clip reg, 26 APDS}, Zach{1smoke,1CS}, Brick{6}
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <07-14-12/1124:17>
Storm sends a telepathic message to the enraged spirit. She uses pictures and emotions to convey her message, making it concise but clear:

"No, Akara, daughter of Ysstop, we benefit nothing through unnecessary bloodshed. We are merely an instrument, a tool, and to that end we retain our honor. The nobleman Tahldrin had powerful enemies and therefore surrounded himself with ignoble killers to protect him. To end Talhdrin's life is to fulfill a promise made under the contract, and we have done so bravely and honorably. Killing his guards brings dishonor, as they have no part in the noble's games, any more than we do. Together we will subdue them, make them flee in terror or knock them to the ground. After Tahldrin is dead, there is no more need for killing, use Stun attacks on the guards until they are subdued."

Storm sends a text message to her compatriots:

"Verify the kill. Avoid killing the guards or guests, collateral damage is undesirable. I will try to subdue them with Fear."
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-15-12/2228:42>
[spoiler]
@Dos:
You attempt again to shut down the alert.  G7's Comm: System 5 + Firewall 5 + alert 4 = (14d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3607378/).  I'll roll for you: DOS alert shutdown attempt: (10d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3607381/).  Roll will go to the defender which is the System.  I'll use your 2nd simple to try even again:  G7's comm resist: System 5 + Firewall 9 = (14d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3607383/). 
    DOS's attempt to shut it down: (10d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3607384/).  Wow nice roll!!!  You shut it down.  I'll see if the IC loses sight of you because your Stealth program can finally work again.  IC's Analyze: Analyze 5 + Pilot 5 = (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3607385/).  Stealth 5 + Hacking 6 + PuSHeD:1+Enceplon:2 = (14d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3607388/).  IC still sees you. 

Oops, i forgot to make your Edge + Reaction rolls for the suppressive fire, well I"ll be nice and roll it after you shut down the alert.  Dos: Edge 2 + Reaction 5 = (7d6.hits(5)=3, 7d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3607393/).  The thresholds or you were (4) and (3) respectively for each zone, so you have to resist 5P with AP -4 twice.  Dos: Body 3 + Ballistic 6 + AP -4 = (5d6.hits(5)=3, 5d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3607397/).  You take 2P and 5P, for a total of 7P.  You get knocked prone and the upside of that is that you are no longer in the suppressive fire zones.

@Storm:
So are you also using your second simple action to send a command to your Valkyrie? 

G3 shoots LNB at V3.  G3: Ag 8 + Auto 5 + Smart 2 + Tacnet 2 + recoil -2 = (15d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3609536/).  V3: Reaction 12 = (12d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3609553/).  Hardened armor is 18, so G3 has to beat 15, but he only gets 11P so it doesn't penetrate. 

V3 will use up a service to subdue the guards

V3 is going to attack G3.  V3: Ag 11 + Morninstar 9 + Charge 2 = (22d6.hits(5)=13) (http://invisiblecastle.com/roller/view/3609562/).  Incoming 22P.  G3: Reaction 7 + Dodge 4 = (11d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3609565/).  G3: Body 4 + Impact 12 = (16d6.hits(5)=9) (http://invisiblecastle.com/roller/view/3609569/).  Takes 13P.

@Brick & Zach:
The guards will maintain the suppressive fire zones.  Make sure to roll defense for the last IP's suppressive fire zone!!  If you don't move behind full cover you have to roll again. 

[/spoiler]

@Dos:
You keep on whipping through flying AR screens at a break-neck pace in order to call down the alert on your Access ID...constantly being denied until you finally break the firewall and your icon stops blinking red.   Suddenly you hear the machine-gun fire and see the bullets tearing up the edges of the skylight and the impact from two of them hitting you knocks you on your back.  You pray your armor caught the round but from the icey pain beginning to emanate from both your shoulders it seems you weren't so lucky.

@Storm:
G5 and G6 keep on dragging the limp and bloody Tahldrin towards the kitchen door but G3 turns around and with o ne hand still on Tahldrin he aims his SMG and opens fire on the giant Valkyrie.  The rounds bounce right off and the Valkyrie turns her head towards the him as if looking at a mosquito, her eyes shining like search lights.  With one lunge forward and a swing from her ball and chain she slams it down into the guard and crushes his helmet shoving it into his torso as if he were a metahuman turtle and he crumples to the ground.

(https://dl.dropbox.com/u/66568711/SR%20shares/UB7_7.jpg)


IP2,CT2: V3-23, Guards-17, Dos-14, Storm-13, Zach-13, Brick-12, IC-12
Wounds: Tahldrin{6P,3S,12P}, G9{prone}, Zach{3S}, Brick{3S}, Dos{2S}, G1{7P, prone, bleeding}
Edge: Brick-1/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 6/6, Tahldrin 0/2
Services: V3-2/4
Ammo Used: G1{1FB}, G2{1FB, 40APDS}, G4{1clip reg, 6 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 6 APDS}, G7{40APDS}, G8{40APDS}, G10{1clip reg, 46 APDS}, Zach{1smoke,1CS}, Brick{6}

Title: Re: IC: Urban Brawl -- 7
Post by: Teyl_Iliar on <07-16-12/1135:16>
[spoiler] Last round Defense.
Brick edge3 reaction5 +good cover4=12dp (12d6.hits(5)=6, 12d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3610151/), body8+ armor15=23-4=19dp resist 5p (19d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3610154/) damage taken:1 stun.[/spoiler]

As Brick is moving to get to another shot, more bullets fly from the interior whizzing by him then a sudden impact slams into his ribs. His eyes narrow and he turns to face the skylight and locks his gaze on the lone guard in the center who just shot him... Oh Chummer, Your number's up. Another set of wide bursts roars from his cannon.

[spoiler]hvywpns pool=14-wound1-cover2=11dp (11d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3610182/), hvywpns pool=14-wound1-cover2=11dp (11d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3610185/) Brick's Initiative: 12

Panther: [online]  12 fired, 7 rounds remaining
Smoke Grenades 2/ Flashbangs 2
Radar: [active] 1 scan per 3 seconds set interval data set to relay to team's closed network (display as AR overlay: optional)

Quick reference
Condition: 12P/10S  (4 stun -1)
Perception 5 (8/13 if visual/hearing)
Passive Defense: 5 
Full defense: 8
Armor: 8/6 (Armor Jacket) + 6/2 (FFBA) 1 natural armor  =15/9 
Armor modifiers: -6 non conductivity, 6 Fire resist, 6 chem protection,
Base Combat Pool (Close combat 3 + agility  5 + Personalized grip 1 = 9)
(Heavy weapons: agility 5 + Hvyweapons 5 + smart link 2 + specialized 2 =14) 10P -5 AP
(Automatics: agility 5 + automatics 3 + smartlink 2 =10) 5P -0 AP[/spoiler]

After the 2nd burst Brick quickly moves out of sight from the skylight.
Title: Re: IC: Urban Brawl -- 7
Post by: SeriousOne338 on <07-16-12/1752:05>
"Drek" dos. mutters, heavy damage if he can't feel it this is not good. Instead of trying to keep working on the hack he uses a quick command and disconnects from the tacnet node, nothing he can don about it.  Rolling over onto his side he takes a quick stock, one drowsy  probably blood loss,  two stinging pain in his upper body no problems breathing not a chest wound. Reaching over he grabs his med kit flipping it open and letting it run it's auto doc program to help patch him up.  "I've been wounded, I am going to switch to drone operation to try and hit the target. it's going to be a long shot but I might be able to give us the edge"

[spoiler]
Sorry I've been away, and real life is busy.
Frist Aid: 4+6 +10 dice
10d6.hits(5)=4 (http://invisiblecastle.com/roller/view/3610667/)
Cool I should be stabilizing, myself.
[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <07-16-12/1807:53>
[OOC: trying to see if Tahldrin is dead or if he just burned all his Edge]

Storm Perception: Perception(1)+Int(5)+Vision Enhancement(3)+Smoke(-2) (7d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3610676/) doh

Spirit Perception: Perception(9)+Int(9) (18d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3610677/) woo hoo!
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-19-12/1921:43>
@Storm:
The Valkyrie doesn't seem to be attacking Tahldrin any further and you take that as an indication that his aura must be dead.
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <07-20-12/0911:54>
@Brick: Take cover, they will soon need to reload!
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-22-12/1938:29>
[spoiler]
@Brick:
G10: Reaction 7 + WSB -2 = (5d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3619597/).  Incoming 13P.  G10: Body 4 + Ballistic 14 + AP -5 = (13d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3619602/).
  He takes 10P.

@Dos:
The IC attacks again: IC: Pilot 5 + Attack 5 = (10d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3619557/).  Roll defense. 

Guards keep up suppressive fire zones.  Bricks side only suffers from one suppressive fire zone though. 

@Storm:
Roll an Ettiquette check to to see how the spirit reacts to your little spiel.

Valkyrie tries to kill another one, goes for: G5, V3: Agility 11 + Morning Star 9 = (20d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3619567/).   G3: Reaction 7 + Dodge 4 = (11d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3619571/).  Incoming 11P,     G5: Body 4 + Impact 12 = (16d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3619573/).  Takes 6S. 

G5 desparately counter attacks: G5: Ag 8 + Auto 5 + Smartgun 2 + Tacnet 2 + in melee -3 + point blanck 2 + wound -2 = (14d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3619579/). G5: (11d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3619580/).  V3: Reaction (12d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3619582/).  Total base is only 8P not enough to beat hardened armor of 14. 

@Everyone:
Remember suppressive fire doesn't finish until the shooters next IP.  Whoever's got a 3rd IP can go.

[/spoiler]

@Dos:

You quickly get your breath back but remain on your back, your AR screens dancing in front of the clear starry night.  Alert comes in that the IC is queuing up another volley of malignant code to try to corrupt your persona.

@Storm:
The guards who were protecting Tahldrin keep on dragging him towards the kitchen through the throng of panicked guests.  The Valkyrie simply swings her morning star again and it sends G5 flying just as G6 finally takes the nobleman through the swinging doors.  G5 desperately opens fire on the Valkyrie but the rounds again just bounce off the mystic armor. 

@Brick:
G10 gets misted by your cannon burst but bullets just keep flying through the skylight and you wonder how many rounds their SMG's could be packing!?

(https://dl.dropbox.com/u/66568711/SR%20shares/UB7_8.jpg)


IP3,CT2: V3-23, Guards-17, Storm-13, Zach-13, IC-12
Wounds: G9{prone}, Zach{3S}, Brick{3S}, Dos{2S}, G1{7P, prone, bleeding}, G5{6S, prone}
Edge: Brick-1/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 5/6
Services: V3-2/4
Ammo Used: G1{1FB}, G2{1FB, 60APDS}, G4{1clip reg, 60 APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 12 APDS}, G7{60APDS}, G8{60APDS},  Zach{1smoke,1CS}, Brick{6}
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <07-22-12/2107:38>
Etiquette check: Etiquette(1)+Charisma(12)+Glamour(3)+Sustaining(-2) (14d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3619689/)

Storm prepares herself for one last massive spell. She grits her teeth, feeling the power coursing through her arms and legs, forming a ball of dark energy in the center of her being. She releases it, and it sweeps over the room like a cold wave.

F10 Foreboding: Spellcasting(6)+Magic(5)+Specialization(2)+Power Focus(4)+Sustaining(-2) (15d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3619697/)
F10 Foreboding (Edge re-roll): Spellcasting(6)+Magic(5)+Specialization(2)+Power Focus(4)+Sustaining(-2) (13d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3619698/)

[OOC: are you fragging kidding me? 28 dice and only 3 hits??]

Drain resist (7): Cha(12)+Wil(5) (17d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3619701/) no drain

[OOC: at least I soaked the Drain...]
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <07-27-12/1654:58>
[spoiler]
@Storm:
I'll just make one roll for all the guards.  Guards Willpower (4d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3627023/).  That's a glitch so i'll just make it a -3 to everyone inside of a 10m radius.  They don't flee though.  So that would be G7, G8 and G9.

V3: Perception 9 + Charisma 9 = (18d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3627032/)  Using an Edge reroll representing the firm vehemence with which she disagrees with the assassination she just committed.  Also representing the uncontrollable nature of very powerful spirits.  Edge reroll: (15d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3627059/)

Everyone roll Initiative
[/spoiler]

@Storm:
Even your  magically enhanced bravado and persuasiveness seem to be no match for this incredibly powerful being's wrath.  Through her mental link to you she responds:  "As you command my lady.  But your hold on me will not last beyond the crow of the rooster, and then you will learn the consequences of dishonor!!!"

You see G9 in front of you tremble with fear as the magical curtain of fear eminates from you. 
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <07-29-12/1956:01>
[spoiler]Init roll:
Init roll: Int(5)+Rea(2)+Increased Reflexes(2) (9d6.hits(5)=3) (http://invisiblecastle.com/roller/view/3629774/) Init=12

[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: Teyl_Iliar on <07-30-12/1927:27>
[spoiler]Initiative roll (9d6.hits(5)=2) (http://invisiblecastle.com/roller/view/3631055/) total:11[/spoiler]
Title: Re: IC: Urban Brawl -- 7
Post by: Sichr on <07-31-12/0322:14>
RE(7)+INT(4) (11d6.hits(5)=3, 11d6.hits(5)=2, 11d6.hits(5)=3, 11d6.hits(5)=4, 11d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3597749/) -1 wound = Init 13
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <08-01-12/1910:03>
[spoiler]
Guard's init: (13d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3633388/).  They have init score 17 and G1 and G5 both have init 14.  V3 init: (19d6.hits(5)=6) (http://invisiblecastle.com/roller/view/3633393/).  V3 has init score 25.  Dos init: (10d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3633491/).  Score 11. 

V3 attacks G5 again.  V3: Agility 11 + Weapon 9 = (20d6.hits(5)=7) (http://invisiblecastle.com/roller/view/3633500/).  G5: Reaction 7 + Wound -2 + Prone -2 = (3d6.hits(5)=0) (http://invisiblecastle.com/roller/view/3633581/).  Incoming is 16P.  G5: Body 4 + Impact 12 = (16d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3633588/).  Takes 12P.  Gets splatted. 

The guards laying down suppressive fire reload.  That takes a simple + a free so they don't have enough to do another complex action.

Now it's your guys's turns!

@Storm:

Roll an Edge + Reaction (3) test to not have someone bump into you and give the guards a chance to do a perception test to see that you might be invis...which they are totally expecting.
[/spoiler]

The Valkyrie keeps her morning star swinging around full circle and once again brings it crashing down onto the prone guard 5 crumpling him into a bloody heap.  She then turns her attention around the room looking for her next victim.  Dancers cower around her and continue to scatter over the ballroom running away from the sounds of explosions, the flying shell casings and the giant warrior woman towering over them....many of them slipping on the mystical ice. 

The guards who were laying steady fire onto the skylight drop their empty clips out with a mental command as soon as they here the >click< of an empty magazine.  Just as quickly they reach for another clip and begin to slap it in.


IP1,CT3: V3-25, Guards-17, G1-14, Storm-12, Zach-13, Brick-11, Dos-11
Wounds: G9{prone}, Zach{3S}, Brick{3S}, Dos{2S}, G1{7P, prone, bleeding}
Edge: Brick-1/3, Storm-2/3, Dos-1/2, Zach-1/1, Guards 5/6, V3 9/9
Services: V3-2/4
Ammo Used: G1{1FB}, G2{1FB, 1clipAPDS}, G4{1clip reg, 1clip APDS}, G5{1clip reg, 6 APDS}, G6{1clip reg, 12 APDS}, G7{1clipAPDS}, G8{1clipAPDS},  Zach{1smoke,1CS}, Brick{6}
Title: Re: IC: Urban Brawl -- 7
Post by: Thermo on <08-11-12/2039:32>
[spoiler]Avoid fleeing guests: Edge(3)+Rea(2) (5d6.hits(5)=1) (http://invisiblecastle.com/roller/view/3649592/)[/spoiler]

Storm tries to roll out of the way of a fleeing guest who slips on the ice, but fate is not with her tonight.

She immediately casts her levitate spell, trying to get clear of the melee.

[spoiler]F10 Levitate spell: Levitate: Spellcasting(6)+Magic(5)+Power Focus(4)+Sustaining(-3) (12d6.hits(5)=4) (http://invisiblecastle.com/roller/view/3649611/)

F10 Drain = 6 Drain Resist: Cha(12)+Wil(5) (17d6.hits(5)=5) (http://invisiblecastle.com/roller/view/3649617/) Takes 1P damage[/spoiler]

Storm shoots up into the air approximately 5m, pausing at a comfortable height where she clears the floor by enough that gunfire directed at melee-level will miss her, but not so high that the guards firing at the skylight will hit her. She waits at this height to see how the guards react to the disturbance caused by the fleeing guest. It also gives her an excellent view of her spirit marauding around flattening the guards.

Storm is very concerned by the thought that this bastard spirit might have the nerve to come after her next.
Title: Re: IC: Urban Brawl -- 7
Post by: inca1980 on <08-23-12/1211:54>
@Storm:

Practically the instant a fleeing guest topples over and falls right on top of you making it quite obvious that something invisible is underneath him, two of the guards train their SMG's on your position and open fire.  As fast as you can you weave astral threads of mana around yourself and start feeling the tug of your powerful levitate spell quickly lift you off the ground.  The APDS rounds instead catch the guest who was left in your place and tear him to shreds.  The shear amount of many you put into the spell catapults you through the skylight and out into the night. 

The Valkyrie dematerializes and wryly informs you that she awaits your further orders. 

@Everyone:

Brick's radar vision catches Storm flying through the window and out into the night.  He quickly sends out the radio beacon and tells the team to prepare for extraction.  Everyone gets up and starts running along the castle rooftops towards the rendezvous point and you can already hear the approach of the stealth chopper.  In a hop skip and a jump your finally off on your way out of fairy-land and back home to the 'plex.