Scene 2: Let's move like we got a purpose

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Mar 7, 2024 12:28 am
OOC:
Morgan hasn't seen the other one outside yet, so he's operating on there being something in the MedLab they're escaping, and something down the hall. Taking extra time to do anything but get out and get to the shuttle sounds like a mistake to him right now.
Mar 7, 2024 12:47 am
Holroyd moves to leave with the rest, but once outside checks the hallway to verify it's clear, then focuses on Hirsch, unwilling to leave him to the creature in the vents.
Mar 7, 2024 3:45 am
Hearing something batter the vent startles Janice back to reality. We need to get out if her, now!

She points to Hannah, and then to the motion tracker. Find us an escape route out of here.

She looks back at Halroyd. She holds his gaze for a few seconds This is not done. I don't give a FUCK about your excuses. You killed a human. I'll see you stripped for parts when this is all done. with that, she turns and runs towards the exit.
Mar 7, 2024 5:44 am
"My own continued function is secondary to your survival, Janice," Holroyd says plainly, even as they hurry from the room.
Mar 7, 2024 12:29 pm
"Right!", Hannah hoists up the motion tracker with her free hand and temporarily holsters her gun to turn it on.

The screen gives of a faint blue glow as it flickers on. She unholsters her gun and begins to sweep the area.

Rolls

Power Supply Roll 4 - (4d6)

(2342) = 11

Mar 8, 2024 10:20 am
OOC:
No power lost on using the motion tracker.
Everyone is outside of the MedLab door now, Hirsch hurrying the last of them out of it, and you shut that door behind you. Sounds of something ripping its way out of the ventilation duct can be heard behind the door, with the sound of, you guess, something landing heavily on the floor after the last sound of buckling metal.

The motion detector shows two blips. One from the room you just left - presumably whatever came out of the ventilation duct. The other directly north of you, just behind the door to the Command Crew Quarters, between you and the armory (which is the bottom left corner of Block B2 just north of you. You remember that the range of the tracker is such that the blip to your north could be either on this floor, on the roof of the base, or on the floor below yours (i.e. Block E1).
[ +- ] Motion tracker display
OOC:
If you want to leave the block you're currently in the first options I notice are

- North through the door that has a blip on the other side of it, to enter Block B2
- North and then west, to use the abandoned corridor that leads through to the casino
- South, back to Elev 03
Mar 8, 2024 11:25 am
"Let's get back to the elevator. That thing is still by the armory. Holroyd, you want to protect us? Prove it. Bring up the rear.", says Hannah.

She starts moving quickly towards the elevator keeping an eye on the medbay door.
Mar 8, 2024 5:11 pm
Hirsch lets Holroyd take the rear and moves in front of Janice, his pulse rifle held at the ready. He's worried about Sonny, but if they want to save him, they need to save themselves. His eyes and ears are open, alert for any danger.
Mar 8, 2024 11:41 pm
Holroyd nods curtly and follows to the elevator.
Mar 9, 2024 6:15 am
Janice tries her best to lock the door to the MedLab - anything to show down whatever just dropped from the ceiling. That was huge. We need to move quick.

She nods to Hannah when the elevator is mentioned. Not my favorite choice, but I don't think we have a lot of options. Janice pulls the bolt gun and powers it up while she runs down the hall to the elevator.
Mar 11, 2024 5:06 am
The elevator door opens, you all rush inside it, start urgently pressing the "close door" button.

Down the corridor you just left you can hear the sounds of something battering away at the door you just exited through - and the sound of another door sliding open and heavy steps down the corridor moving in your direction.

The elevator door closes before you get to see what is moving towards you, and carries you down to Level 1.
OOC:
From here, your main options are either leave the building through the South Lock - from there you could go to the shuttle without going through any more buildings if you wanted. Or you could go north up through the base buildings, maybe going out the North Lock and then through the North Wall Gate.

It would be much quicker to stay outside the buildings.
Mar 11, 2024 5:50 am
"Let's exit and make our way to the shuttle via the exterior," Holroyd suggests. "These things using the ventilation system and the corners are dangerous, too many things blocking sight."
Mar 11, 2024 11:37 am
"You think we can outrun one of them on open ground or do you think YOU can outrun them on open ground?", Hannah says raising an eyebrow and glaring at Holroyd.

Running her gingers through her hair, she sighs, "You're right. Outside makes the most sense, but a distraction would up our chances.".

Hannah brings her gun up and fires directly at Holroyd's legs, hoping to cripple the android. As she does so she yells, "Unit designation, Holroyd, I'm Requistion Agent, Hannah Singleton, employee number 5442235a. You have been found in violation of company policy.
OOC:
Suprise! Hannah is actually on base to monitor Holroyd's behavior. Who has proven, at least in her mind, a willingness to work against programming.

As for the roll, Are we still in the elevator? Will this be close combat with stress or ranged with stress?
Last edited March 11, 2024 11:40 am
Mar 12, 2024 12:58 am
Holroyd doesn't flinch, but opens his mouth as if to say something.
OOC:
oh boy! things just got saucy! Let me know what to roll :D
Mar 12, 2024 2:18 pm
OOC:
im on a work trip atm, and i need to chexk through the combat rules before i respond to this - hope to do that today or tomorrow. Yes!! Something has hit the fan!!!
Mar 16, 2024 12:24 pm
OOC:
Sorry for the delay. Work was too tiring this week for me to sit with the ranged combat rules. BUT. I'm doing it now!

Roll for @microtheMacroBear/Singleton is:

- 7 Base Dice (Agility Stat 5, Ranged Combat Skill 2)
- 4 Stress Dice
- 3 Range Modifier Dice (attacking from Engaged range firing at a defenceless or unwitting enemy - if they weren't unwitting, it would be -3 instead see p94 Core Rules)
- 2 Weapon Bonus Dice

So I make that 4 Stress Dice plus 12 'other' dice.

As in many systems (I think, for example, including DnD 5e), there aren't explicit rules for attempting to disable or aim to hit a specific part of the target's body.

RAW here does offer a way for it to happen - damage Holroyd until his health is 0, and then roll a 2 on the Synthetic Critical Injury table ("Destroyed Leg Servos").

My ruling here (if playing synchronously I'd discuss/agree this with you - but for sake of time I'm just going to be directive and make a decision) is that ONLY in the case of attacking an unwitting/unsuspecting target, you can use TWO stunt dice to disable a specific part of the body. It's not as easy as pointing at the body part and just shooting at it - the point is the target isn't expecting this, so if you pull the weapon out, aim it at that part, then the element of surprise is gone. So it's not an easy thing to do.

So for that, Singleton will need to roll three 6s (one for the initial 'to hit', and then two additional ones for the costs-two-dice stunt of "Destroyed Leg Servos".

AND if either @C1NDER or @microtheMacroBear don't want to go with this option, then we'll run it RAW as a compromise.
The party having stepped outside the elevator, looking towards the South Lock, Singleton draws her pistol and shoots at Holroyd...
Mar 16, 2024 12:33 pm
OOC:
Here it goes! My sheet says I have a negative 1 mod to agility, so the means 6 dice? I'll add that separately if that is a translation mistake on my part.

I like the Stunt dice ruling. I'm going to add it to the pool in case I hit.

Rolls

Ranged Combat (Agility + ranged) - (6d6)

(144325) = 19

Agility dice if the negative 1 modifier is a translation mistake - (1d6)

(6) = 6

Stress! - (4d6)

(5455) = 19

Range modifier dice - (3d6)

(326) = 11

Bonus stunt dice to destroy the leg - if I hit at all - (2d6)

(63) = 9

Mar 16, 2024 12:43 pm
OOC:
I checked back through this thread @microtheMacroBear, and it's Holroyd who got -1 AGILITY because they killed Komiskey - I didn't see anyone else who has that penalty on-going - but maybe there's a stress/panic effect in play here. So I assume you DO get that extra Agility dice you rolled (and, indeed, rolled a 6 on).

Wat I meant with the stunt dice was - you can 'buy' the stunt to specifically disable the legs, but where most stunts 'cost' a single 6, I'm going to make this stunt cost two 6s.

So on this roll, you got two 6s - so for the first 6, you do one damage to Holroyd (your weapon's damage is 1), so Holroyd's health goes down from 7 to 6.

Then you can enact one stunt with the additional 6 you rolled (the 'disable legs' stunt isn't available, as you would have needed to roll an additional 6 to deploy it). You can choose from:

- additional +1 damage
- Swap initiative card with opponent
- Opponent makes Panic Roll
- Opponent drops held item/weapon
- Opponent prone or pushed back

We haven't drawn initiative yet, so that's not a useful option, i don't think.

As Holroyd is a synthetic, he doesn't make Panic Rolls.

So your choices are, I think

- additional +1 damage
- Opponent drops held item/weapon
- Opponent prone or pushed back
Mar 16, 2024 2:33 pm
OOC:
At some point Morgan is going to aim his pulse rifle at someone, but I'm waiting for the initial combat to pass before he does anything
Mar 16, 2024 3:01 pm
OOC:
Ah, good to have a heads up on that @ThatTaoGuy - in that case I'm going to roll for initiative for everyone now.

EDIT so, I'm treating this initially as a combat between just Singleton and Holroyd, so Holroyd will get a chance to act next before anyone else.

After that, combat rounds will happen in the order:

1. Hirsch
2. Holroyd
3. Macwhirr
4. Singleton

Rolls

Holroyd initiative - (1d1000)

(497) = 497

Macwhirr initiative - (1d1000)

(507) = 507

Hirsch initiative - (1d1000)

(4) = 4

Singleton initiative - (1d1000)

(662) = 662

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