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For games played by men (and women) with beards, such as tabletop RPGs.

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Joose
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Post by Joose »

Toast snaps out of a mild trance, and begins reacting to the situation again.
Toast wrote:I'm not climbing down *that*! Fucking filthy!
He reality folds down instead. Either 1, 2 or 3, depending on how far down the bottom is.

In fact, can he see through the hole at the bottom at all? If he can, he's going to aim for just past the hole, rather than the bottom of the lift shaft.
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Post by Grimmie »

Had to re-read the situation to get my bearings. As far as I can tell we're in front of some rusty doors that lead out into a lift shaft, the lift car is broken and on the floor below us. When we get down, We may be able to squeeze between the lift car and the lower floor's door and bust that open too. I'll test the door first, to see if it just opens up normally, as I reckon the girl doesn't have a high strength value. If they dont open then I'll cast level 10 FUCK THESE DOORS.

Dunno if it should be strength or unarmed, so I'll give numbers for either on the same roll.
9,9 +10 (Str) = 28
9,9 +4 (Unarmed) = 22

I think it's fucked either way. If the doors roll just fine, then I'd like to keep that roll for the doors further down the shaft, if I need to use them.

I'm guessing that the doors are gonna cause a bit of a racket if I just let them fall, can I use my manbrain to figure out the best way to open them up or break them off without causing a lot of noise? I could pull them apart and hope that the rollers inside dont break up for instance.

Tactics
4,1 + 7 = 12

Then I'll use my climby stuff and meet Toast on top of the ruined lift car below, assuming he made it down okay. I'd also like to make a detect roll to make sure that there aren't any nasty traps we should be avoiding on the way down - this place seems full of them, keeping in mind I gots Vision and Hearing advantages of 10

Detect
10,7 + 3 = 20

Hot damn, okay I think I'm good for actions now.
Grimmie wrote:What's the matter Toast, worried about getting your dress dirty?
Last edited by Grimmie on February 24th, 2009, 12:59, edited 1 time in total.
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Post by Dog Pants »

That's spot on Grimmie. You'd use strength by the way.

Toast: There's only a couple of meter drop to the top of the lift car. Porting down onto the top of it isn't difficult, and once down there you can see that there is a gap of maybe a foot between the top of the car and the top of the doorway. The doors are wide open and you can see a large basement full of rubble and junk through the murk.

Grimmie: A tug on the doors reveals that they're quite stiff but with your strength they should slide open. How much noise they might make is anyone's guess, but upon giving them a wrench it eminates a not too loud metallic groan. However, there is also a metal 'ping' from within the doors. This is almost immediately followed by a burst of plaster and brickwork from one of the many cracks in the shatterd liftshaft and a rather loud bang-bang-bang...

*makes a roll*

Onlookers see Grimmie hit square in the chest by a blast of buckshot (9 DAM, 7 PEN, 7 AD), another fly over his head, and a third cause another eruption of debris as it blows a chunk out of the top of the doorway. A smoking and rather damaged looking combat shotgun is left tilting wildly out of the hole it was concealed in.
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Post by TezzRexx »

Carrying on from where Spindle left off, how could I persuade on of the KT to help us? Could I look for who might be the most persuade-able?
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Post by Grimmie »

Grimmie, yelping between gritted teeth wrote:FFfffffuucck! Fucking fucking shit!
I've never been very good with putting damage values to armour/health onto my character sheet.
I'm using PP8 Exo Heavy at the moment, which has a PV of 8. Advice on what to put on my sheet, please?

Assuming I'm not very dead I'll load up a shot of Kick Start into my custom injector, ready to use if there are any other nasty surprises waiting for us.
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Post by deject »

You take 8 damage, as your PV of 8 only stops 1 bit of it after the penetration of 7 goes in, plus a wound, putting you on a -1.

Since the plan was for me and Toast to be down there, I'm going to trigger lock through the door.

Auto/Support: 2,9 + 5 = 16 so if I am reading the rules right that should be all 5 of my bullets hitting depending on the modifiers for whoever's out there.

Edit: I'm only using 10mm STD so that's 8 DMG, 5 PEN, 2AD each.
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Post by Dog Pants »

Tezz: You reckon the barman is probably your best friend in the bar at the moment, but he's not going to be able to help much against the Mama's Boys. The leader of this sub-gang is probably your best bet, but from what you know you'd better tread carefully as these guys are arrogant and possibly hostile.

Grimmie: Deject was almost right - your armour's PV is higher than the PEN of the shell, so it stops one point of damage. Because the round didn't penetrate though you don't take the wound. So you take 8 damage to your torso (putting you on 6 hits in the chest and 12 total hits) and 7 AD to your armour's breastplate (putting that on 28 hits). Since that's over half your hits in that location you can make a PHYS roll to avoid being knocked out too.

Deject: You can spray into the gap by all means if you want to roleplay your character's snap reaction, but there's nothing to fire at. What's happened is part of the wiring in the door that runs through the walls was attached to the trigger of a battered old Mangler that had been wedged into one of the cracks in the wall and plastered over. Opening the door pulled on the wire and fired the Mangler, but the pin the wire was attached to snapped preventing it firing more than one burst. In addition, the recoil of the weapon dislodged it from its position, causing two of the three shots to go high. The Mangler is now dangling from the wall by its wire.
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Post by The Shutting Downs »

Wondered why I didn't see any updates last night, my PC logged me out...

But ta for not waiting Grimmie, with a strength of 12 that would have been me getting shot ;) that could change though...

On seeing Grimmie reel back, mephit grins and, assuming he's opened the doors enough for a frother to get through, Makes a rush for whatever lies on the other side of the doors.
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Post by Dog Pants »

Well, a 2m drop waits on the other side of the door with Toast a the bottom. Upon landing there is a metallic creak and the elevator car drops about a foot. This has the effect of giving you more room to get through the gap, but a loud noise above you announces the machinery above you's departure from its housing. The two of you are now faced with several large pieces of machinery plummeting down the shaft towards you.
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Post by deject »

Dog Pants wrote:Deject: You can spray into the gap by all means if you want to roleplay your character's snap reaction, but there's nothing to fire at. What's happened is part of the wiring in the door that runs through the walls was attached to the trigger of a battered old Mangler that had been wedged into one of the cracks in the wall and plastered over. Opening the door pulled on the wire and fired the Mangler, but the pin the wire was attached to snapped preventing it firing more than one burst. In addition, the recoil of the weapon dislodged it from its position, causing two of the three shots to go high. The Mangler is now dangling from the wall by its wire.
As much as I hate wasting bullets, I'll leave that as is. Seeing as I misunderstood where grimmie and I were, I'll take it back if possible still. It doesn't make sense to fire into the elevator shaft at all.

deej grabs the Mangler and checks the magazine. Are we playing with recoil rules? This mangler could be useful but the recoil is one higher than my STR.
GET OUT OF THERE!
edit: I hadn't seen DP's post.
Last edited by deject on February 24th, 2009, 19:47, edited 5 times in total.
The Shutting Downs
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Post by The Shutting Downs »

2meter drop, or tonnes of machinery...

I'll take my chances with the drop!
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Post by Dog Pants »

You're already at the bottom of the drop, that's what set the stuff off falling.
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Post by The Shutting Downs »

Ah I got mixed up on the descriptions.

Is there and gaps to be sen from this point in the shaft where the Kid could have ducked into?

Detect - 7+9+2 = 18

I love my dice...
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Post by Roman Totale »

Dirk wrote:Oh bugger, this isn't going well - try not to get separated!
Pending the outcome of the falling machinery, I'll try to get to Grim to heal him up.

Worried about two things now:

1) they undoubtedly know we're coming. We've missed one decrepit booby trap that almost took out one team member, god knows what they've got further in - especially if they're prepared.

2) if this falling machinery does separate us, we could get fucked very fast.

I don't like our options at the moment. We can carry on into an almost certain bloodbath (remember the Stormers), we can wait and come back later (by which time they could have/bolstered the defences even more etc), or we can wait at the elevator shaft and see if anyone comes to investigate.

Mind you another option is to find an alternative route - that could take a lot of time and effort though.
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Post by deject »

Yeah either way it's not good now, though I doubted it could go much better in the first place.
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Post by Dog Pants »

I think this isn't running the same in everyone else's head as it is in mine, so I'll clarify:

There were some lift doors with a slight gap which the kid seemed to have gone through.
Deject looked through the gap with his AV stalk and sees a crumbling lift shaft with a damaged lift car at the bottom. There looks like there's a gap between the top of the door and the top of the lift car.
Toast ports down onto the top of the lift car and looks through the gap into the basement below.
Grimmie pulls the top doors apart, setting off a concealed shotgun trap and copping a round in the chest.
Mephit charges into the shaft and jumps down to where Toats is.
Their combined weight causes the lift car to drop a foot, which pulls the cables, in turn pulling down the machinery balanced at the top.

Apologies if I hadn't made things clear, I'm probably trying to be over descriptive for the benefit of cinematics.
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Post by HereComesPete »

It made sense to me.

I just wish joose posted this often. :P
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Post by The Shutting Downs »

I thought the gap was inside the lift shaft above the broken lift, and the gap opned on to another floor. Oh well, my bad, lets do this!

So, do I spot anywhere to get away from falling rubble?
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Post by Roman Totale »

Ah, I thought the booby trapped door was one level down and that Grimmie was already on top of the lift car.

In that case I'll give some Ebb lovin' to Grimtard - I can heal you for wounds or hit points whichever you need.
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Post by deject »

Roman Totale wrote:Ah, I thought the booby trapped door was one level down and that Grimmie was already on top of the lift car.

In that case I'll give some Ebb lovin' to Grimtard - I can heal you for wounds or hit points whichever you need.
That is what had thought originally, but I figured it out with DP's help.

Also, I was wrong about the damage as doggers has said, he has no wounds just 8 points of damage. I also have 6 points of damage from getting shot earlier.
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