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Post by drzaius on Aug 18, 2010 9:09:52 GMT -5
Clint rolls his vehicle check for round 2. Car 2(+2) + Reaction 9 + Handling 3 + speed modifier 1 - wound modifier 1 = 16 dice 16d6.hits(5) → [1,3,1,1,1,5,5,2,2,2,4,2,2,5,6,2] = (4) hits. invisiblecastle.com/roller/view/2654618/Clint changes the engagement range from Short to Medium. On Round 2, Initiative 15, Clint attempts to speed up. Car 2 (+2) + Reaction 9 + Handling 3 - Car wound 1 = 15 dice, threshold 3 test. 15d6.hits(5) → [3,4,6,2,1,1,4,6,4,3,6,6,4,4,1] = (4) hits. invisiblecastle.com/roller/view/2654621/Clint increases his speed from 105 mpt to 110 mpt.
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Post by NoOnesShowMonkey on Aug 18, 2010 9:40:03 GMT -5
Spikes Gangers & Clint on the I-5 Turn 2, Pass 1, Initiative 9
The second Spikes ganger will continue to blaze away at Clint's cruiser.
4 agility + 2 smartlink + 4 skill - 0 (thermo) - 4 (called shot vs tire) - 3 (in a vehicle) = 3 dice
3d6.hits(5) → [2,3,2] = (0) Spikes ganger fires at Clint's tires. Ganger will use his Professional Rating to re-roll failures.
3d6.hits(5) → [3,3,4] = (0)
The ganger misses wildly.
Edge checks for Clint and the Spikes ganger to see if the mishap causes a serious traffic incident.
3d6.hits(5) → [3,6,4] = (1) = no incident edge for clint on I-5
1d6.hits(5) → [2] = (0) = no hits = crash test to avoid now out of control vehicles Edge check for Spikes ganger on I-5
Crash test (4) with 5 skill + 5 ability + 2 home turf + 3 handling
15d6.hits(5) → [5,5,6,4,1,2,5,3,1,3,2,4,5,4,6] = (6) Crash test on I-5 after machinegun fire causes a possible pile-up.
Spikes ganger avoids a pile-up and rides by. Chase continues.
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Post by drzaius on Aug 18, 2010 12:31:38 GMT -5
Round 2, Pass 2 On Initiative 15, Clint attempts to speed up more to try and get away. Car 2 (+2) + Reaction 9 + Handling 3 - Car wound 1 = 15 dice, threshold 3 test. 15d6.hits(5) → [3,3,5,3,1,1,2,2,6,5,4,2,6,2,3] = (4) hits invisiblecastle.com/roller/view/2654853/Clint increases his speed from 110 to 115 mpt.
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Post by NoOnesShowMonkey on Aug 18, 2010 13:10:33 GMT -5
Spikes Gangers & Clint on the I-5 Turn 2, Pass 2, Init 9
The second ganger will try to lay on the gas and catch up in speed.
13d6.hits(5) → [6,6,6,1,5,1,1,6,2,5,1,1,5] = (7) Second ganger makes a Vehicle Test (3) to catch up to Clint in speed.
Base speed of 95 mpt increased by 20 to 115 mpt.
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Post by drzaius on Aug 18, 2010 13:19:34 GMT -5
Round 2, Pass 3 On 15, Clint will attempt to out-maneuver the Spike chasing him. Car 2 (+2) + Reaction 9 + Handling 3 - Car wound 1 = 15 dice, threshold 3 test. 15d6.hits(5) → [2,2,2,1,5,1,2,4,3,5,3,3,5,5,3] = (4) hits. invisiblecastle.com/roller/view/2654916/Clint gets a +1 to his next Opposed Vehicle check for chase combat. Opposed Vehicle check for next round. Car 2 (+2) + Reaction 9 + Handling 3 + maneuver modifier 1 - Car wound 1 = 16 dice 16d6.hits(5) → [4,2,6,4,6,6,4,2,2,4,4,2,3,2,5,2] = (4) hits. invisiblecastle.com/roller/view/2654918/(I didn't include the +2 dice for having a vehicle still in the chase, because I presumed it negated with them still chasing me).
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Post by NoOnesShowMonkey on Aug 18, 2010 13:28:03 GMT -5
13d6.hits(5) → [2,2,5,6,1,2,4,4,2,4,3,3,5] = (3) Spikes ganger makes his opposed vehicle test for turn 3 of chase combat.
Clint wins moving Engagement Range to Long.
Turn 3, Pass 1, Init 15 to Clint.
Clint should make a perception check with bonuses from appropriate sensor packages that could detect vehicles.
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Post by drzaius on Aug 18, 2010 13:44:20 GMT -5
Chase Round 3. Clint will attempt to speed up twice, then attempt a "Break Away" maneuver. Speed up check 1 & 2 Car 2 (+2) + Reaction 9 + Handling 3 - Car wound 1 = 15 dice, threshold 3 test. 15d6.hits(5) → [2,1,4,2,4,2,4,1,2,3,2,4,6,4,2] = (1) hits. 15d6.hits(5) → [6,5,1,5,1,5,1,5,4,3,3,5,5,6,3] = (8) hits. invisiblecastle.com/roller/view/2654942/ Clint fails to speed up in the first action, but succeeds in the second. He increases his speed from 115 mpt to 140 mpt. Breakway check 1: Car 2 (+2) + Reaction 9 + Handling 3 - Car wound 1 = 15 dice, threshold 3 test. 15d6.hits(5) → [4,3,3,3,4,2,3,4,4,6,3,4,3,5,6] = (3) hits. invisiblecastle.com/roller/view/2654943/1 Breakaway check complete, 2 remaining.
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Post by NoOnesShowMonkey on Aug 18, 2010 16:13:34 GMT -5
Spikes Gangers & Clint on the I-5Turn 3, Passes 1-3, Init 9 The ganger will redline his bike in an attempt to catch up. (13d6.hits(5)=10, 13d6.hits(5)=7)11(!) net hits. Spikes ganger's bike is now going 170 mpt. 16d6.hits(5) → [1,4,3,4,1,1,4,1,2,6,5,1,1,3,1,1] = (2) Spikes Ganger's Chase Combat test for Chase Combat Turn 3. Clint gains an additional engagement distance. Any crash checks for the ganger in the coming turn will be made with -2 dice.
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Post by drzaius on Aug 19, 2010 17:13:16 GMT -5
Opposed Vehicle check for Round 4 Car 2 (+2) + Reaction 9 + Handling 3 - Car wound 1 = 15 dice 15d6.hits(5) → [1,5,4,6,5,6,3,6,3,3,4,3,1,2,4] = (5) hits invisiblecastle.com/roller/view/2656404/
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Post by NoOnesShowMonkey on Aug 19, 2010 17:41:39 GMT -5
Spikes Gangers & Clint on the I-5 Turn 4
13d6.hits(5) → [6,6,3,1,1,2,5,2,3,5,6,4,2] = (5) Spikes ganger makes his Chase Combat test for turn 4.
Spikes ganger rolls opposed edge to Clint.
1d6.hits(5) → [3] = (0) Spikes ganger rolls Edge to break tie.
3d6.hits(5) → [5,3,5] = (2) Clint rolls Edge to break the tie.
Tie is broken in favor of Clint.
Clint wins the opposed vehicle test and now has 3 of 3 Break Away checks.
Clint may escape the scene.
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Post by drzaius on Aug 19, 2010 18:18:18 GMT -5
Clint escapes the scene!
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Post by segwaycop on Aug 19, 2010 23:12:23 GMT -5
Butts is going to attempt a con on these Trolls. He'll try to convince them that he is an investor and is buying local businesses. The clothing/car will be explained away via a rival investor giving him bad advice on purpose. He'll also bring to the table an incentive for the Spikes that are currently threatening him. Right after Butts goes to this business meeting to purchase a local hot spot, he'll need to get in contact with the Spikes financial manager to work a deal for protection of his new businesses. Throughout the entire conversation he'll use large terminology like wraparound anuity, fund accounting, fiat FFS, term maturity, etc. Butts will also make sure that these two gangers are given hefty bonuses for their good deed. As for credentials, he'll produce a fake SIN and talk about the other building he "owns", especially in the downtown area. I'll modify this post when I get home and make the actual rolls while I'm not at work. Haha! I was able to roll this on my driod on my way home from work! I love technology!
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Post by NoOnesShowMonkey on Aug 20, 2010 8:32:59 GMT -5
The Spikes will resist with Charisma + Negotiation. They are defaulting and lose 2 dice. Cha 2 + Negotiation 0 = 2 - 2 = 0 = minimum check of 1. Spikes gangers attempt to keep up with Butts' fast moving, high rolling (pun!) Con. (1d6.hits(5)=1)One hit. Your roll shifts them from Hostile (-3) six steps towards friendly, stopping somewhere around 'Confused as hell'. One of the two Spikes will fake knowing what he is talking about, trying to save a little face. Really, they are just confused as hell and are really interested in getting paid. Note your half of the story IC (the con itself) and I'll follow up with what the Spikes have to say about it as per these rolls.
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Post by NoOnesShowMonkey on Aug 20, 2010 9:08:17 GMT -5
Once Clint and Butts finish up their complications, we can proceed to the meet itself.
We still have a few slots for players available as our current roster is only 4: Clint, Butts, Arc and Sterling. I can take up to maybe five total PCs. Maybe six.
If you have a character not currently Active in the Droid Rage! run and would like to have them involved, feel free to post here.
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Post by NoOnesShowMonkey on Aug 21, 2010 23:53:02 GMT -5
He pops some Psyche and sits, soaking up all the details about this place that he can possibly intake. The little things always calms his mind. Bruiser, When you post these kinds of things in the IC forum, you can generally go ahead and post in the OOC forum (or spoiler in your IC post) a Perception roll. If there is any important resolution, your pre-posted roll lets us just skip right to the part where I tell you what is important. Secondly, when you post something like 'pops some Psyche', it is good to note in a spoiler or OOC post what the effects of the drug are. Basically, the word is this: when you do something that has a mechanical resolution that is easy to follow - rolling perception, taking drugs, making data search checks etc. - you can just pre-roll and if there needs to be a mod to the check, I can always let you know.
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Post by NoOnesShowMonkey on Aug 22, 2010 1:26:57 GMT -5
Vindictive Composure check for Clint.
Base threshold of 2 + 1 for damage to his ride and attacking him openly. Charisma + Willpower.
8d6.hits(5) → [2,2,3,5,3,5,4,6] = (3) Vindictive quality forces a Composure (3) for Clint.
Clint sure ain't happy, but he doesn't need to settle the score.
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Post by phatgdog69 on Aug 23, 2010 11:13:49 GMT -5
Sterling is late! -1 DP for social tests. Sterling's perception, checking out the bar as he enters: intuition 5 + perception 3 + enhanced vision/hearing 3 = 11 11d6.hits(5) → [4,1,3,1,4,5,4,2,4,4,1] = (1) invisiblecastle.com/roller/view/2660330/The curse of high dice pools...thats some shit - spending one edge to reroll 3 edge - 1 = 2 remaining 11d6.hits(5) → [6,6,1,5,5,6,3,1,4,2,4] = (5) invisiblecastle.com/roller/view/2660334/Total hits , limited by skill level = 4 Sterling attempts to avert suspicion by blending in, using some street etiquette Charisma 5 + etiquette 3 + correct attire 0 - late/rushed 1= 7 7d6.hits(5) → [5,3,4,6,3,6,5] = (4) invisiblecastle.com/roller/view/2660344/Total hits , limited by skill level = 3
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Post by NoOnesShowMonkey on Aug 23, 2010 12:09:03 GMT -5
Sterling will note the general tenor of the bar: He is not wanted. People have taken notice of his more... privileged bearing and, of course, his pointy ears.
He will hear a few derogatory comments said under the breath of patrons and some staff.
Finally, he will note a broad shouldered, vaguely square man in a loudly fashioned suit headed for a doorway and looking like he descends a stairway. Beside the door is an imposing ork doing his best to look like he belongs there but failing to not scream 'security'. Putting garish suits and security together given the low-key location and the expensive rides mixing in with the blue collar burro-carts, Sterling thinks one thing: 'la mafia'.
After aproaching the hostess, he will be shown down to the back room only after being asked to pay a consultation fee of fifty nuyen. Sterling may negotiate this fee at a -2 DP penalty (prejudice). Please note any activity related to this in the IC thread.
He will enter the meet after a post by Clint and / or Butts. I will let you know by signaling IC or OOC that Sterling makes his entrance.
Social checks with the Johnson are at a -2 DP penalty for lateness and a -1 DP penalty as a result of being off your game due to the blatant prejudice. An Ettiquette (2) check can be made with net hits reducing the penalties.
We will go ahead and use this:
3 hits gives you 1 net hit, reducing total penalties to -2 DP.
Another check may be made once face to face with the Johnson.
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Post by phatgdog69 on Aug 23, 2010 12:27:32 GMT -5
Negotiation with the waitress Charisma 5 + negotiation 3 + kinesics 3 + etiquette hits 1 - penalty 3 = 9 9d6.hits(5) → [4,3,1,1,4,2,4,5,6] = (2) invisiblecastle.com/roller/view/2660429/Hey, at least its not a botch... Sterling negotiates to bring a round of top drinks to the room, at some discount
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Post by NoOnesShowMonkey on Aug 23, 2010 12:35:07 GMT -5
Waitress resists with Cha (3) + Negotiation 3 + 3 (discounts may cause her problems) = 9 dice
9d6.hits(5) → [1,4,2,4,2,5,4,2,4] = (1) Lazy Axel waitress negotiates with Sterling about bringing drinks to the meet at a discount.
Sterling wins the negotiation by 1 hit. The waitress is willing to do one or the other - bring drinks OR provide a discount.
Drinks run 10 nuyen per person per single, top shelf is 15 nuyen per single per person.
Note IC your half of the negotiation and she will respond accordingly.
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Post by NoOnesShowMonkey on Aug 25, 2010 17:45:12 GMT -5
Butts can clearly discern that these are indeed security drones. He can recognize their militarized hardpoints, heavy-duty actuators and armored plating, even if he does not know their technical specs or names.
Each drone has at least one weapons hardpoint. The aerial drone appears to have vectored thrust, the crawler has a complex series of antennas and domes mounted across the abdomen and the humanoid walker has fully manipulative hands rather than primitive claws or 'manipulators'.
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Post by phatgdog69 on Aug 25, 2010 18:40:04 GMT -5
Sterling tries to smooth things out with the J Charisma 5 + negotiation 3 + kinesics 3 + etiquette hits 1 - penalty 3 = 9 9d6.hits(5) → [4,3,1,3,4,5,1,3,4] = (1) invisiblecastle.com/roller/view/2663222/Damn, the curse of 9 strikes again! Burning an edge (again) *grumble grumble* Edge 2 -1 = 1 remaining. *sigh* 9d6.hits(5) → [3,1,2,6,6,5,2,2,3] = (3) invisiblecastle.com/roller/view/2663228/I really gotta buy more edge next character....
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Post by phatgdog69 on Aug 26, 2010 11:13:42 GMT -5
Thrill-seeker test for Sterling - because what's more thrilling for a lawyer than facing impossible odds? Composure(2) test: Willpower 5 + Charisma 5 = 10 10d6.hits(5) → [1,3,6,4,2,5,1,2,1,1] = (2) invisiblecastle.com/roller/view/2664071/Glitch! ....again. I hate that place.
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Post by phatgdog69 on Aug 26, 2010 16:50:11 GMT -5
Sterling, making a balls-out Wall Street play for way more than he deserves to get out of the J.... Charisma 5 + negotiation 3 + kinesics 3 + empathy software 1 - penalty 1 = 11 11d6.hits(5) → [6,3,5,3,6,1,4,3,4,2,4] = (3) invisiblecastle.com/roller/view/2664408/At least its not a botch...but not impressive, either
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Post by phatgdog69 on Aug 27, 2010 9:09:25 GMT -5
Sterling, composure(2) test to calm the frak down and smooth out of it. 10d6.hits(5) → [4,5,1,5,5,4,6,3,4,5] = (5) invisiblecastle.com/roller/view/2665137/Man, wish I'd done that the first time - sorry guys!
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Post by NoOnesShowMonkey on Aug 28, 2010 15:15:24 GMT -5
All J-Meet mosts must be complete by no later than Sunday (8-29-10). If we do not wrap it up by then, I will wrap it up and we will move on to legwork scenes.
I will note that negotiations failed to produce any net hits to increase pay. Decrypt for the datadisc will be provided and can be written into any IC post by any member of the team. I will let you know the contents when I see the decrypt actions being taken. In short, they provide some information to help you begin your searches: stuff like access codes, better pictures and a cheat sheet style tech readout, some information related to their last known positions etc.
Arc has left things open for some quick introductions.
Might be a great place to let you guys air out your characters a bit. What do they look like, sound like, wear etc. How would they introduce themselves? Do they trust anyone here? Do they naturally like any particular kind of person / meta race? Stuff like that.
Let's get this scene wrapped up soon so that we can move off into the actual meat of the run.
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Post by NoOnesShowMonkey on Aug 31, 2010 10:42:52 GMT -5
The Meet is through. Characters are now in general downtown. Within 30 minutes the datadisc will be decrypted and some vital information will come your way.
What happens next is entirely up to the PCs.
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Post by phatgdog69 on Sept 1, 2010 11:47:17 GMT -5
Sterling, perception check to survey the room for tracking/monitoring devices or anything else left behind or hidden intuition 5 + perception 3 + visual/audio enhancement 3 = 11 11d6.hits(5)=4Total: 3 hits, limited by skill. .
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Post by NoOnesShowMonkey on Sept 1, 2010 13:20:00 GMT -5
Sterling finds no listening devices. He does note that there appears to be a white noise generator running.
Sterling can make an Area Knowledge (Tacoma / Bars / Shadow Hideouts) (3 / 3 / 2) check if you want to know about The Lazy Axel's stance re: recording.
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Post by phatgdog69 on Sept 1, 2010 17:17:33 GMT -5
Sterling makes an area knowledge check regarding the generator Intuition 5 + Area Knowledge 1 + no specialty = 6 6d6.hits(5)=4...and apparently, I should just stick to intuition rolls. 1 hit limited by skill + 3 remaining buy an additional hit 2 total hits
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