The Second Forumised Shadowrun Adventure
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Joose
- Turret

- Posts: 8090
- Joined: October 13th, 2004, 14:13
- Location: The house of Un-Earthly horrors
Right, so now the money is sorted, what are you fuckers doing next.
Oh, and as an aside, I checked out the rules for moving about in astral space. You go fast. Very fast. Very very fast. Normal movement is up to 100 meters a combat round. If you go flat out, you can move at a six thousand kilometers an hour, although obviously at that speed it gets a little more tricky to see where you are going. You can also, essentially, fly, and you can walk through walls (as long as they haven't been protected astrally). Your only limitation on movement is you cant move through the earth (Earth has an astral form, and is therefore solid in astral space), you cant move through astral presences (although you can move through people, as long as they are not dual natured) and you cant go more than 80km up (well, you can, but you will either die or go mad). Also, if you are away from your body too long, you die. Sort of. Its not good, anyway.
Another thing maybe worth noting is that in astral form you get 3 goes each combat round, like heavily cybered up people. you can only use weapon foci and mana based spells, and you can only fight astral presences or dual natured beings, but still.
Oh, and as an aside, I checked out the rules for moving about in astral space. You go fast. Very fast. Very very fast. Normal movement is up to 100 meters a combat round. If you go flat out, you can move at a six thousand kilometers an hour, although obviously at that speed it gets a little more tricky to see where you are going. You can also, essentially, fly, and you can walk through walls (as long as they haven't been protected astrally). Your only limitation on movement is you cant move through the earth (Earth has an astral form, and is therefore solid in astral space), you cant move through astral presences (although you can move through people, as long as they are not dual natured) and you cant go more than 80km up (well, you can, but you will either die or go mad). Also, if you are away from your body too long, you die. Sort of. Its not good, anyway.
Another thing maybe worth noting is that in astral form you get 3 goes each combat round, like heavily cybered up people. you can only use weapon foci and mana based spells, and you can only fight astral presences or dual natured beings, but still.
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
-
Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK
-
Joose
- Turret

- Posts: 8090
- Joined: October 13th, 2004, 14:13
- Location: The house of Un-Earthly horrors
In my experience, this is what an average SR team is like most of the time.
Anyway, where were we. Ah yes, Dejects door detecting. Here we go then:
The large glass main doors at the front of the building are all, broadly speaking, closed. Most of them are lacking in the glass department though, so that shouldnt matter too much. Same can be said for the roof; theres a lot of sunroofs etc that are now just gaping holes.
The two loading bay shutters around the back are closed, but one of them has been bent aside, leaving quite a large gap, easily big enough for even a troll to get through. Also, the door to the side of the loading bay is open.
Other than that, its pretty much as it says on the blueprints. Theres no apparent structural damage other than the smashed glass.
The front gates to the grounds are chained shut, but would be pretty easy to climb. The gates to the loading area are wide open though.
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Roman Totale
- Robotic Bumlord

- Posts: 8475
- Joined: October 24th, 2004, 0:27
- Location: Manchester, UK

