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Post by drzaius on Mar 14, 2011 14:46:48 GMT -5
Attributes Body: 6 Agility: 3 (4) Reaction: 3 Strength: 6 (7) Charisma: 4 Intuition: 4 Logic: 2 Willpower: 3 Edge: 3 Initiative: 7 Essence: 4.25 Current Karma: 0 Total Karma: 0
Active Skills Blades : 4 Clubs : 4 Unarmed Combat : 4 Automatics : 3 Longarms : 3 Pistols : 3 Con : 2 Etiquette : 2 Leadership : 2 Negotiation : 2 Disguise : 1 Inflitration : 1 Palming : 1 Shadowing : 1 Dodge : 3 Intimidation : 3 Pilot Ground Craft (Bike) : 2 Perception (Visual) : 2 Survival (Urban) : 2 Climbing : 1 Running : 1 Knowledge Skills English : N Or'zet : 3 Seattle Street Gangs : 3 Combat Bike Schedule : 3 Gangs : 2 Area Knowledge (Tacoma) : 2 Street Drugs : 2 Black Markets : 2
Qualities School of Hard Knocks: The character has picked up a little knowledge of just about any subject of interest to denizens of the streets. This modifies the rating of any Street Knowledge skills the character possesses by +1 (to a maximum of Rating 6).
Thrill Seeker: The character tendsto jump into risky situations without considering possible consequences and dangers. When confronted with an obviously risky situation, the character must make a successful Composure (2) Test to avoid blindly jumping into it.
Cyberware Dermal Plating (Rating 1) Muscle Replacement (Rating 1) Hand Blades (Retractable)
Weapons & Armor Survival Knife Club Colt America L36 Hidden Gun Arm Slide 5x Spare Clips 11x Regular Ammo (10 shots) Ruger Super Warhawk Laser Sight Quick-Draw Holster 6x Regular Ammo (10 shots) 4x Speed Loader Leather Jacket Armor Jacket
Equipment & Lifestyle Fake Sin (Rating 3)(Burned) Fake License (Rating 3)(Burned) Rating 3 fake SIN (Harry Kawalski - Ork, M 34, Tacoma address, dock worker) 5x Plastic Restraints (per 10) Wire clippers Respirator (Rating 4) Medkit (Rating 3) Trauma Patch 19x Cram 5x Kamikaze 4x Nitro 28x Inhaler Commlink : Sony Emperor OS : Renraku Ichi Analyze (Rating 2) Browse (Rating 2) Edit (Rating 1) CMT Clip Commlink Browse, Analyze, Edit, Encrypt and Command Rating 1 Squatter Lifestyle (3 months)
Contacts Doc Drysdale, Street Doc (L:1 C:3) Lenny Getz, Fixer/Fence (L:1 C:3) Detective McGarnicle, Dirty Cop (L:2 C:4) Krash, Ork Underground/Ganger Friend (L:4 C:2)
Current Events 2P Damage. 1045 'yen Current Edge: 1/3
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Post by NoOnesShowMonkey on Mar 14, 2011 14:55:57 GMT -5
Impulse has a feeling that he'd best get as far from this area as possible. Time and location still unknown, but he can see what he thinks is the warehouse a few blocks down, lit by police cars.
Impulse should make two Body + Willpower tests to recover Stun damage. Each hit heals a box of stun.
Make any relevant area knowledge checks to figure out where in the hell you are, or it is a walking ticket for Impulse till he can find a main road and maybe beg up a bit of bus fair.
Impulse is currently In Debt to McGarnicle for 5000 nuyen and a few decent collars. Further, he is Hung Out to Dry until he can convince his contacts that he is no rat. He will have use of the contacts for several hours at least, until the word spreads.
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Post by drzaius on Mar 14, 2011 15:01:56 GMT -5
Body (6) + Willpower (3) = 9 dice to heal stun damage. 9d6.hits(5)=4 hits. Impulse goes from 10 to 6S. Body (6) + Willpower (3) = 9 dice to heal stun damage. 9d6.hits(5)=2 hits. Impulse goes from 6 to 4S. Area Knowledge (4) + Intuition 4 = 8 dice. 8d6.hits(5)=3 hits to figure out where the hell he is.
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Post by NoOnesShowMonkey on Mar 14, 2011 15:09:48 GMT -5
Impulse knows exactly where he is and can figure a few ways to get home: taxi, bus or metro. Bus and metro both will require a SIN, but a taxi can be bought with hard cash.
Otherwise, he will need to hoof it or find a vehicle.
He is approximately 15 km from his home.
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Post by NoOnesShowMonkey on Mar 14, 2011 16:11:52 GMT -5
Within spitting distance of Impulse are plenty of cars that could be liberated.
How Impulse cares to get a ride is up to him, but Tacoma - like most of the Sprawl - never really sleeps and the roads are always a least slightly busy.
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Post by drzaius on Mar 15, 2011 10:31:29 GMT -5
Impulse is going to drive the car a few blocks away from his house, then ditch it and walk from there.
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Post by drzaius on Mar 15, 2011 13:00:03 GMT -5
Impulse is going to try to sneak into his own place, in case someone is waiting to ambush him. Agility (4) + Infiltration (1) - Wound Modifier (1) = 4 dice. 4d6.hits(5)=0 hits. He *thinks* he's quiet.
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Post by NoOnesShowMonkey on Mar 15, 2011 13:57:48 GMT -5
By the Skin of Your Teeth - Impulse has fled the cops and gotten out of the warehouse gunfight alive... Barely.
REGAIN ONE EDGE
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Post by NoOnesShowMonkey on Mar 15, 2011 13:58:59 GMT -5
Impulse 'sneaks' into his flop house and finds it undisturbed. No one is awake or interested in challenging him.
Make an IC post about what happens, describe the flop house a bit and what you do. Then, it is up to you what happens next.
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Post by NoOnesShowMonkey on Mar 15, 2011 14:09:23 GMT -5
<<#Impulse@Krash: Got burned bad. Cops knew about the meet before I did. Someone talked, I think I'm the only one left. Meet me somewhere, you're the only one I can trust.>> Toss a Cha + Negotiations test. Modifiers are: He is your friend (loyalty >3): +2 Suspicious: -1 Results would be Harmful: -3 Impulse has a bargaining chip (coming to him before anyone else, honestly): +2 Total: net 0 dice. Unmodified test.
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Post by drzaius on Mar 15, 2011 14:51:54 GMT -5
Charisma (4) + Negotiations (6) - Wound Modifier (1) = 5 dice. 5d6.hits(5)=0 hits. +4 dice Loyalty Modifier: 4 dice. 4d6.hits(5)=2 hits. 2 total hits.
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Post by drzaius on Mar 16, 2011 10:11:15 GMT -5
Impulse is going to go look for a bike near the clubhouse to borrow, then ride to the meet. Everything he owns of value is going to be in a bag; he's probably not going to go home for a while.
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Post by NoOnesShowMonkey on Mar 16, 2011 10:12:54 GMT -5
If Impulse wants to find a Blood Eagles bike from the club house, he should wait for the cops to clear out first - unless he desires another altercation. They will be gone in less than two hours.
Once through, it will be perception checks to search the clubhouse area for a bike.
Or he can just hoof it / whatever.
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Post by drzaius on Mar 16, 2011 10:20:25 GMT -5
As an aside, we should keep track of when his cram wears off; he's going to suffer 6S (unresisted) when it does. If we say he took it ~10 minutes before the meet, it'll wear off around 7:10.
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Post by NoOnesShowMonkey on Mar 16, 2011 10:22:34 GMT -5
That sounds good. Since we have a dedicated OOC thread, we can post ingestion times and crash times here to keep track of it.
7:10 is fine by me. I can't keep track of that stuff.
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Post by NoOnesShowMonkey on Mar 17, 2011 11:58:04 GMT -5
Impulse is now the proud owner of a CMT Clip, a Response 1, Signal 3 commlink. Loaded on it are Browse, Analyze, Edit, Encrypt and Command - all rating 1.
Also loaded on it is a Rating 3 fake SIN (Harry Kawalski - Ork, M 34, Tacoma address, dock worker).
Finally, there is 1000 nuyen available on the link.
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Post by drzaius on Mar 17, 2011 15:50:29 GMT -5
Impulse is going to curl up in a corner and crash for a while. I did not mention this before, but the revolver *is* reloaded. Advance the timeline as much as you wish, either to when he awakes or when the ambush comes down.
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Post by NoOnesShowMonkey on Mar 17, 2011 16:01:55 GMT -5
I rolled 2d6 to determine how long he'd be out and it came up a 7. So, following your crash ~7am, he was out till 2:30ish.
All stun is healed (you had plenty of rest).
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Post by NoOnesShowMonkey on Mar 18, 2011 14:52:59 GMT -5
Cha + Negotiations + Loyalty checks for Doc & Lenny.
Results hidden.
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Post by drzaius on Mar 18, 2011 20:06:41 GMT -5
Impulse is goin' to the meet with Lenny. He's going to try and take public transport. Can I make a roll about the location of the meet? EDIT: Intuition (4) + Area Knowledge (4) + Street Smarts (1) = 9 dice. 9d6.hits(5)=1 hits. A Glitch! This should be fun.
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Post by NoOnesShowMonkey on Mar 21, 2011 11:51:19 GMT -5
Impulse has some hazy memories of the zoo out on the pointOf its current state, he hasn't the foggiest.
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Post by NoOnesShowMonkey on Mar 21, 2011 12:52:19 GMT -5
arriving in front of the park, Impulse can do as he pleases.
skill checks for whatever you want to do.
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Post by NoOnesShowMonkey on Mar 22, 2011 9:57:26 GMT -5
guards checking out impulse (8d6.hits(5)=3)Impulse can feel the guards staring at him. You will need a skill check of some kind to pass them. Stealth to sneak (and probably a climb to get over the fence). Social skills to talk your way past. Athletics to ruuuuuuuun.
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Post by drzaius on Mar 23, 2011 12:05:50 GMT -5
I need to know Impulse's immediate area. Number of people, other guards, landscape, etc.
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Post by NoOnesShowMonkey on Mar 23, 2011 12:16:45 GMT -5
The guard is about 3 meters away and closing (initiative if his distance to you matters).
Point of view is facing the gate, the park beyond:
left to right: fence - turn styles - turn styles - security kiosk
Impulse is near the left of the two turnstyles sections, the guard is coming out of the right hand side kiosk.
There are civilians around, but none closer to you than the guard.
Outside the gate is a sidewalk and road, pedestrians, bikers and cars milling about.
Beyond Impulse and the guard lay the park.
Joggers, kids, families are around.
Closest group is a man and woman walking and gawking, about 4.5 meters away.
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Post by drzaius on Mar 23, 2011 13:53:44 GMT -5
I may IC this post, but this is sorta where my head is at at the moment.
Goal: Meet Lenny.
Option 1: Shoot the guard in the face. Likely result: Escalation of forces, jail, rape.
Option 2: Run into the park. Likely result: Chase by Security, thrown out of park. No meet. Possible prosecution/tasering.
Option 3: Play the race card, i.e. "Oh, this isn't a park for *Orks*? *Orks* not welcome?!" Likely result: EITHER Security back down from embarrassment, or (more likely) escalation by security, escorted from park.
Option 4: Run past guard out of park, hop fence Likely result: Security will be on heightened alert for a 'suspicious looking ork', so this probably won't fly, but has a small chance of success.
Option 5: Leave willingly, call Lenny and call him an asshole Likely result: personal satisfaction, but no job.
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Post by NoOnesShowMonkey on Mar 23, 2011 14:21:27 GMT -5
All are decent possibilities.
You'll probably get tasered if you do anything too drastic.
Talking might help some, though, as you aren't tasered / cuffed yet / escorted out.
Worst case scenario of not making a scene is that you don't get a job / help from Lenny.
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Post by drzaius on Mar 24, 2011 9:50:41 GMT -5
Once he gets out of the park and clear of security, Impulse is going to look for a place to hop the fence. (Checking for cameras first)
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Post by NoOnesShowMonkey on Mar 24, 2011 10:05:59 GMT -5
Make a security knowledge check and a perception check.
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Post by drzaius on Mar 24, 2011 10:07:35 GMT -5
Perception Check: Intuition (4) + Perception (4) = 8 dice. 8d6.hits(5)=1 hits.
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