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Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 1st, 2012, 18:23
by Roman Totale
HereComesPete wrote:Well as you seem to be unable to roll dice, I rolled it for you.
I was on the bog at work - I generally am if I post at any time during the day in the week.
Smith wrote:I think Ms. Aysun may be in a spot of bother - one suspects of a "transformed into some sort of hulking, slavering beast" nature.
I will also plug the commlink in then get away from the door sharpish.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 1st, 2012, 18:59
by Dog Pants
Right, I think it's time for another spot of possession if I'm going to get through this. I really should write a crib sheet on how to do this;

Strength 4 Guardian spirit
Summoning 6 + Magic 5:
2, 4, 4, 5, 6, 3, 2, 6, 5, 4, 3: 4 hits.

Assuming I win;
Willpower 6 + Charisma 7:
2, 5, 2, 4, 3, 4, 2, 6, 4, 5, 1, 5, 5: 5 hits.

Optional power will be the nifty swampwater elemental attack as per usual I think.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 1st, 2012, 19:24
by deject
I'll get my katana and Blackhawk ready and take a position near the door.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 2nd, 2012, 17:17
by HereComesPete
Joooose!

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 3rd, 2012, 10:46
by Joose
Right, yes, hax time!

As its just a door lock, I doubt its going to have megastrong military server style security, and frankly even if it does im guessing whoever runs this place is probably aware we are here anyway, so there seems little point in trying to go in subtle. So I'll be brute forcing my way in doing a "hack on the fly". I'll also be jumping back out of the fly, so I can get my full stats for the hax. So it'll be my comlink wirelessly connected to to docs, plugged in to the lock. Its an extended test, so I'll just do a bunch and you can tell me how many were needed. Also, im going for just a regular user account as im not bothered about cleaning up logs or anything like that, so my target number is the locks Firewall. (handy thing: pg48 of Unwired has some example stats for the nodes on random objects. Locks are not listed, but its a good starting point)

Hacking (4) + Exploit (5) = 9 dice
test 1: 2,6,4,1,3,2,3,3,3: 1 hit (lame, I was hoping to one shot it :) )
test 2: 4,6,5,1,6,6,1,4,2: 4 hits, 5 total (thats more like it!)
test 3: 5,3,4,2,3,1,1,2,4: 1 hit, 6 total (that'll do)

I'll have a quick look around for anything interesting whilst im in, but im not expecting much more than the lock itself:

Computer (4) + Analyse (5) + Metasapient bonus (3) = 12 dice
1,4,4,5,3,5,1,4,4,4,4,5: 2 hits

Assuming all that works out without some digital gribbly eating my virtual face, and I don't spot anything more interesting (some kind of "Knock out the monsters with gas" button would be nice :P ) I'll give everyone a countdown from 5 and pop the one door.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 3rd, 2012, 12:33
by Dog Pants
I'll ask my Loa to defend the group against attacking nasties (as favour number 1).

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 4th, 2012, 18:02
by HereComesPete
Dog Pants wrote:Right, I think it's time for another spot of possession if I'm going to get through this. I really should write a crib sheet on how to do this;

Strength 4 Guardian spirit
Summoning 6 + Magic 5:
2, 4, 4, 5, 6, 3, 2, 6, 5, 4, 3: 4 hits.

Assuming I win;
Willpower 6 + Charisma 7:
2, 5, 2, 4, 3, 4, 2, 6, 4, 5, 1, 5, 5: 5 hits.

Optional power will be the nifty swampwater elemental attack as per usual I think.
Okay, spirit rolls a trifling 1, so you get 3 services, drain is 2 which you resist.

Joose wrote:Right, yes, hax time!

#numbers#

I'll have a quick look around for anything interesting whilst im in, but im not expecting much more than the lock itself:

Computer (4) + Analyse (5) + Metasapient bonus (3) = 12 dice
1,4,4,5,3,5,1,4,4,4,4,5: 2 hits

Assuming all that works out without some digital gribbly eating my virtual face, and I don't spot anything more interesting (some kind of "Knock out the monsters with gas" button would be nice :P ) I'll give everyone a countdown from 5 and pop the one door.
You're through after the second set of rolls. There's absolutely nothing lurking that you can see, it's a very basic construct of a virtual keypad (in today's terms it would be like looking at dos) and the virtual pad looks to have a simple set of key commands that mirror the physical pad - open, close, dispense and purge.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 4th, 2012, 18:13
by deject
Purge sounds nice. :)

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 4th, 2012, 19:20
by Joose
Purge does sounds tempting. Shall I hit that instead?

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 4th, 2012, 19:47
by deject
Might as well, see what it does.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 4th, 2012, 19:49
by Roman Totale
Purge the unclean ones!

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 4th, 2012, 21:35
by Joose
Purge it is then. Im hitting the purge button.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 5th, 2012, 23:43
by HereComesPete
The observation window is bathed in a flickering glow as a series of pilot lights spark up in the room, a cluster of tubes, dripping various secretions retract into the ceiling and then the pilot lights turn into a conflagration of cleansing flame, the beast screeches for a few seconds as it becomes hidden in the inferno.

The light quickly becomes bright enough to bathe quite a length of corridor. The beasts in the other rooms respond to this by screeching and just like the thumping against the doors, the screeching spreads down the corridor.

After 30 seconds the flames recede, in the glow of the pilot light you can see the beast is now nothing more than a dirty smear on the metal floor. On the keypad readout (both physical and virtual) the purge option has a timer next to it, counting down from 10 minutes.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 6th, 2012, 1:06
by deject
You know what, I bet another will be deposited in there somehow in 10 minutes.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 6th, 2012, 9:47
by Joose
You know what, if I don't have a nice strong wireless signal to my Tower, I'm going to position my relay drones along the path we have come so that I do. In slightly under ten mins I'm going to transfer my digital ass outside, then come back again if everything is ok. I don't trust countdown timers.

In fact, is there any indication in Matrixland as to what the timer is connected to?

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 6th, 2012, 17:38
by HereComesPete
That really is it. No matter how hard you poke it there's not some hidden sub-routine or secret sub-network, it really does just start a ten minute countdown once the purge option is used. The cell is hard-wired as an isolated entity of metal encased hole in the rock with various tubes and flame dispensers built into it and the electronic/mechanical components necessary to have stuff dispensed or burned as requested.The purge option timer is merely the time it takes for the purge option to be ready again.

The other beasts are now a mixture of howling and door attacking, it's noisy, but only because when you came in it was totally silent. The mostly muffled screeches and thumps recede into the distance.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 6th, 2012, 17:44
by Dog Pants
Well that's a relief. Glad we brought Teddy Ruxpin now. I'll spiritually give the Loa possessing my body a reaffirming nod and wink and he can carry on as ordered.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 7th, 2012, 20:24
by HereComesPete
So...

You guys going to do anything?

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 7th, 2012, 20:49
by Roman Totale
Just been spazzing back to refresh my memory and I've got a theory. If it's something we've already confirmed then I've clearly forgotten about it.

I reckon the beasties have an adverse reaction to heat. In one of them rooms a gribbly was hooked up to wires that pumped a cold fluid into the room. The location is also a cold one, and the "purge" function used fire (though to be fair, fire would purge most things).

Are there any biology type rolls Smith could do to cross reference with the results of the one he cut up?

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 7th, 2012, 23:42
by HereComesPete
There are rolls, but I'll save you the time as you got plenty of info from the samples back in Fortune. They do have an adverse reaction to heat, it destabilises their already unstable biological structure and they take even more damage from it. This also applies to chemicals that speed metabolism and Jaspers most used spell as that directly affects ageing of cells. So a hot cup of coffee would probably do quite a bit of damage to one of the creatures.

As you haven't accessed the room yet, I'll point out that the tubes were cool on the drones thermovision, but it doesn't mean that they were for cooling.

So, what next?