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Post by NoOnesShowMonkey on Mar 24, 2011 10:26:02 GMT -5
Impulse finds no security cameras.
Your test is an Athletics (4, 1 turn) test to climb the fence. Glitch on a 1 or 2. Any glitches inflict damage.
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Post by drzaius on Mar 24, 2011 11:56:16 GMT -5
I have a pair of wire clippers. Can I use those to remove the damage?
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Post by NoOnesShowMonkey on Mar 24, 2011 14:46:20 GMT -5
Certainly.
Clip the barbed wire, nothing dangerous.
It will take 1 minute to dispose of the wire.
Test is Climbing (2, 1 turn). Glitches per normal rules.
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Post by drzaius on Mar 24, 2011 14:49:37 GMT -5
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Post by NoOnesShowMonkey on Mar 24, 2011 14:58:44 GMT -5
You vault it easily.
Make me a blanket perception check.
IC post is on you.
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Post by NoOnesShowMonkey on Mar 25, 2011 20:32:16 GMT -5
Right now, the floor is yours to ask Lenny for anything you'd like.
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Post by NoOnesShowMonkey on Mar 25, 2011 21:14:58 GMT -5
Next set of moves are on you until Krash hits you up about the job. Post in OOC or IC about what you want to do for the next day.
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Post by NoOnesShowMonkey on Mar 26, 2011 0:14:14 GMT -5
Also, I need to ret-con in a Chat + Negotiations (-4 DP. -1 for suspicious, -3 for harmful result if he helps you) check for you with Lenny. This is to smooth things over re: Hung Out to Dry.
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Post by NoOnesShowMonkey on Mar 30, 2011 17:02:29 GMT -5
Impulse makes 50 nuyen working and blows 5 on some food.
Total gain: 45 nuyen.
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Post by NoOnesShowMonkey on Apr 2, 2011 11:14:53 GMT -5
Rolled Perception + Edge to see what was in the can for Impulse to pick from.
Got 5 fucking hits on 8 dice.
You can have whatever kind of bike you want. If it is big sticker price, you'll hafta pay for it somehow, but at least it's a bike!
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Post by drzaius on Apr 4, 2011 9:57:57 GMT -5
Given the pick of the litter, and being a cheap bastard who doesn't want to pay extra for a bike, I've settled on the "Indian Pathfinder" from Arsenal.
Handling: +2 Accel: 25/40 Speed: 160 Pilot: 1 Body: 6 Armor: 6 Sensor: 1 Cost: 6,000
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Post by NoOnesShowMonkey on Apr 4, 2011 12:03:41 GMT -5
A good choice on the bike. The Indian is a classic frame with more than adequate speed. Also, once you get a chance to work on it some, it will be really powerful. Excellent.
Currently, the scene is set at the meet in Industrial East.
Impulse has a few minutes to chat if he wants to, or he's gonna need to hide.
That'll take a Perception check to scan the area. Your hits there will cap hits for an Infiltration check. We'll work something out about your hide. Let me know what you are looking for. The rain and night will apply -2 dice pool penalty.
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Post by drzaius on Apr 4, 2011 12:14:30 GMT -5
Impulse is going to hide in the western Warehouse (near his bike) and try and peek through a crack or window.
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Post by NoOnesShowMonkey on Apr 4, 2011 12:16:34 GMT -5
That'll take a Perception check to scan the area. Your hits there will cap hits for an Infiltration check. We'll work something out about your hide. Let me know what you are looking for. The rain and night will apply -2 dice pool penalty. Make a Perception -> Infiltration check.
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Post by drzaius on Apr 4, 2011 12:29:34 GMT -5
Infiltration check. Agility (4) + Infiltration (1) - Rain (2) = 3 dice. 3d6.hits(5)=1 hits. Impulse is *super* stealthy.
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Post by NoOnesShowMonkey on Apr 4, 2011 12:33:44 GMT -5
So Impulse is heading into Western Warehouse and hiding with a 1 on his infiltration check.
Note any preparations then post in IC about it and I'll post some IC info and advance the scene.
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Post by NoOnesShowMonkey on Apr 4, 2011 21:41:25 GMT -5
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Post by drzaius on Apr 6, 2011 11:12:03 GMT -5
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Post by NoOnesShowMonkey on Apr 6, 2011 12:33:20 GMT -5
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Post by NoOnesShowMonkey on Apr 6, 2011 12:38:37 GMT -5
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Post by drzaius on Apr 6, 2011 12:42:26 GMT -5
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Post by NoOnesShowMonkey on Apr 6, 2011 13:34:52 GMT -5
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Post by drzaius on Apr 7, 2011 9:41:44 GMT -5
Impulse is firing at the right rear passenger. Agility (4) + Pistols (3) + Laser Sight (1) + Aiming (1) - Good Cover (4) - Visibility Modifier (1) = 4 dice. 4d6.hits(5)=1 hits.
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Post by NoOnesShowMonkey on Apr 7, 2011 10:05:59 GMT -5
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Post by NoOnesShowMonkey on Apr 7, 2011 10:13:53 GMT -5
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Post by drzaius on Apr 7, 2011 10:15:00 GMT -5
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Post by NoOnesShowMonkey on Apr 7, 2011 16:42:07 GMT -5
Turn 2, Pass 1
Init 11: Impulse ties with an enemy and Filibro. Enemy has higher Reaction.Complex Action: Pilot Vehicle Complex Maneuver (4) - hairpin turn to pull up along the driver's side of the truck. Vehicle Test: Hot Sim reduces threshold by 1. (12d6.hits(5)=3)Driver reaches threshold. Movement of 60 / 3 phases = 20 meters per phase. Driver will achieve his maneuver at the end of Phase 1. Initiatve 11: Impulse ties with an enemy and Filibro. Impulse has higher Reaction. Impulse's turn.
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Post by drzaius on Apr 12, 2011 10:40:54 GMT -5
Impulse is going to attempt to shoot the driver of the vehicle and stop all this nonsense. Agility (4) + Pistols (3) + Laser Sight (1) + Aiming (1) - Good Cover (4) - Visibility Modifier (1) = 4 dice. 4d6.hits(5)=2 hits.
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Post by NoOnesShowMonkey on Apr 12, 2011 11:49:05 GMT -5
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Post by NoOnesShowMonkey on Apr 13, 2011 11:04:35 GMT -5
Turn 2, Pass 1, Init 11 Filibro blazes into the front of the vehicle with his SMG. Full Auto Wide Burst at the driver's side window and door. 0 hits. Caesar - SA: get up. SA: Take cover by the truck. Vincent - SA: get up. SA: Take cover by the truck. Shooter's actions are hidden.
Perception check from Impulse, please.
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