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deject
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Post by deject »

Another 2 hits on my body roll, now I've got 3 points of dmg and I'm on a -1. :x

Well, I guess at this point it's just a battle of attrition. I fucking hope I'm winning.

Stunbolt horse 6 (DV: 2)

Magic + Spellcasting (13 dice): 6 hits
Drain Resist (8 dice): 4 hits
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Post by Joose »

that one damn near makes a *boing* noise as it hits his magic armour.

he takes a swing back at you, looking slightly more pissed off than normal (edge time!): bah, 2 hits.

oh, and btw, his mates that you can just make out in the background have noticed whats going on and are coming over to help. Still cant make out numbers, but you are about 1 round away from finding out, all up close and personal.
HereComesPete
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Post by HereComesPete »

Deject, you'd best float the fuck away or I'm selling Leland's body to organized crime organ collector types.
Frank wrote:I like turtles.
Last edited by HereComesPete on September 1st, 2008, 20:48, edited 1 time in total.
deject
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Post by deject »

Body (3 dice): 1 hit
HereComesPete wrote:Deject, you'd best float the fuck away or I'm selling Leland's body to organized crime organ collector types.
Yeah I think that's probably the best plan, his astral armor is just trashing my mana spells. Now that his buddies have noticed me, I think it's a good idea to run away.

As soon as I am back to my body I'll cast Heal 6.

Heal horse 6 (DV: 2)

Magic + Spellcasting + Quick Healer - 1 (13 dice): 8 hits
Drain Resist (8 dice): 3 hits

Leland staggers as he re-enters his body, almost doubling over from pain as he casts the heal spell.
Leland wrote:*cough* Fuck me! I was not expecting that shit. One of those bastards is a fucking adept! He had some kind of resistance to my spells, they were barely scratching the fucker. Son of a bitch! Right, Frank is this place ready to blow? We need to get out of here, and fast.
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Post by Joose »

Pete: that whole fight took less time than it would take for you to say all that. The actual fight, from the ghoul first spotting him to deject legging it, took about 1.6 seconds. He's probably not been out of body for more than a couple of seconds, so it probably wouldn't have occurred to you that something might be wrong.

In fact, this is probably a good time to point out a house rule: its not got much of a game impact, its more just for the feel of the thing. The rulebook says that a combat round is three seconds long. But that implies that a normal person can only pull a trigger once every three seconds, so I say a combat round is 1 second. Guys with multiple phases (like Leland when he's astral) are taking a go roughly every 0.3 seconds.

So, what now guys?
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Post by HereComesPete »

Joose! Does I can has need make roll for flicking the switches on the device?

I know it's best for us to run like buggery, but story wise I feel we've missed a lot of what Joose put into the 'run. I wanna know what was in those great big tanks. Mind you, there's still time to find out.

I'll start flicking switches, then send the timer update to everyone's pan as and when I succeed. Then it's time to wriggle out, put on my backpack, pick up my shotty and move with great haste upward. And light another red apple. I maybe should have put nicotine on my negative qualities addictions list thingy.
Frank wrote:Okay guys, I'm on target, I'll be ready in a couple of minutes, decide where we're holding, or if we're gonna try beating the door lock timer by running.

I've still got to prep the lift shaft to keep the clinic up, seeing as how I'm putting you guys on the line I'll split that bonus with any of you who stay behind and cover me.
*begins pressing oversized red glowing buttons in a seemingly random order*
Roman Totale
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Post by Roman Totale »

I was doing some recon as I recall, but once I've done that I'll stay and help Frank.
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Post by Dog Pants »

Still doing as I'm told.
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Post by Roman Totale »

Dog Pants wrote:Still doing as I'm told.
Make me a brew.
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Post by deject »

If you guys don't mind being locked in (I don't) we can take our time with this, and investigate more fully.
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Post by Joose »

HereComesPete wrote:Joose! Does I can has need make roll for flicking the switches on the device?
yup, that'll be a demolitions roll.

As for the discussion on what you guys want to do:

Code: Select all

3:30
tick tock tick tock...
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Post by Roman Totale »

Have my scoutings revealed anything?
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Post by Joose »

Roman Totale wrote:Have my scoutings revealed anything?
right, you scoot off around the side, pretty much back the way you came in. The first thing you notice is something you couldn't see when the lights were off: All the Subject Storage areas have large windows down the outside corridor. The first thing that strikes you about them is that they are pretty bloody thick. Then you see whats inside the rooms.

The tubes that Leland spotted are dotted around the storage areas. They are mostly transparent, and seated on some sort of metallic plinth, each of which has a cable snaking away to the walls, where they are attached to ports. They are mostly filled with some kind of greenish stuff that looks like murky water. The tubes range in size, and some of them have been shattered, others have been opened (the transparent bit rises up off the plinth, via two metallic runners that go up opposite sides). The ones that have not been opened still have things floating in them: none of them are moving, most of them are unidentifiable blurry shapes, but a couple of them look humanoid.
Worryingly, the biggest one you can see has been broken open. It could comfortably house a large troll.
The next thing you notice is that every door you can see, other than the one leading to the bottom level, is closed. Each has a small but obvious AR sign hovering in front of them. Unfortunately, all the sign says is:

Code: Select all

ERROR: Missing
Which is not very helpful.

when you pass the corridor at the north most point of the level, you can see down to the Main Surgical Lab. This also has windows, but you cant see through them. They are obscured by...well, all you can see through them is red.

BTW, I am tracking all of your stress levels in this one. I'll let you know if it makes you anything other than a bit agitated though.

On that note, as you are scouting around the place, you hear a voice from the direction of the middle lab, saying something about "eyes of the Demon". Then nothing.
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Post by Roman Totale »

Chopper wrote:Fuckfuckfuckfuckfuck
I'll a have quick peek at the lift/stairwell, and then, possibly rather stupidly, have a look in the security room.

All weapons at the ready!
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Post by Joose »

Well, the security room door is well and truly shut. Its a big metal door, its quite clear that when it is shut, it stays shut. Its got the same funny AR note as all the others.

The starwell door, on the other hand, is open. You remember the drive chain had been pulled clean off the thing? Well now you can hear the motor that chain is attached to frutlessly trying to close the door. There is an AR sign in front of this door too, but its just flashing ERROR in big red text over and over.

As you are about to look through the door to the stairwell, theres a kind of cracking noise and a brief metallic screech from your left (towards the middle of the level). This is quickly followed by a sudden upsurge in the smell, which is enough to make you retch a little now, even through your respirator (you mostly passed the resist roll, but theres just enough of it to make you have a -1 to everything till you escape the smell)
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Post by Roman Totale »

Chopper wrote:<strike>Fuck this, I'm heading back to you guys. Get ready though, there's something big in here. </strike>
<strike>Fuck it, we might as well make a stand down here.</strike>

Postponed due to possible suicide
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Post by Roman Totale »

Joose wrote:theres a kind of cracking noise and a brief metallic screech from your left (towards the middle of the level). This is quickly followed by a sudden upsurge in the smell
Chopper wrote:Oh no you fucking don't!
Against <strike>his</strike> everyone else's better judgment, Chopper thinks that throwing a grenade into the central will be a good idea - whatever it is trying to pull the doors apart will certainly notice>

Aiming for the gap in the doors, Agility(5) + Throwing Weapons(4) - Funky Smell(1) = 8 die

2,5,3,5,6,1,5,6 = 5 hits!
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Post by Joose »

You are a lucky bastard.

Right, the nade slips in the gap in the door. You hear a brief sucking noise, as if it hit something squidgy, then the almighty bang of a grenade going off in an enclosed area. This is quickly followed by a deluge of nasty crap being forced out of the gap in the door, spraying down the corridor towards you.

Thanks to your dodging skill, you manage to avoid getting a facefull of the noxious stuff.

Theres a brief moment of silence, then the crash of something structural collapsing in there.

Of course, the rest of you have no idea whats going on. You just hear a huge bang, and the place shaking a little.
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Post by HereComesPete »

Shit, read this at lunch and forgot to make roll!

(This technically happens before Chopper decides to blow shit up)

I'm thinking (I had a brain fart and couldn't remember what to roll, and I've misplaced my shadowrun folder again)

Logic 4 + demolitions 3 = 7 dice

5, 6, 5, 4, 2, 1, 2 = 25

If it was a physical thing, that dice roller would have received percussive correction because of those last results :shakefist: but overall a good score.
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Post by deject »

Leland wrote:Chopper are you alright? What the fuck was that? I'll come up there to help you.
Leland shoots Frank a look like "What the fuck have we gotten into..." and moves off down the hallway we came through here in.
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