Chapter 2: My Brother's Keeper
load previous
Aug 15, 2018 3:58 pm
Checkmate gets back in the car and relates the conversation with Iris to Wyvern.
"I hate to say it," he adds, "cause they make my fraggin' skin crawl, but the ghoul and the doctor leap out as persons of interest – and the ghoul knows the doctor, so he seems the logical step. But I'm not crazy about the idea of poking around a ghoul bar; if we can work it, I'd rather turn the tables and talk to him alone, so we can have the numbers advantage.
"Our other lead is Geri's manager at Stuffer Shack, Horus. If we want to follow Ray's footsteps precisely we could try him, otherwise he seems small time compared to the ghoul and this shady doctor."
"What do you think?"
"I hate to say it," he adds, "cause they make my fraggin' skin crawl, but the ghoul and the doctor leap out as persons of interest – and the ghoul knows the doctor, so he seems the logical step. But I'm not crazy about the idea of poking around a ghoul bar; if we can work it, I'd rather turn the tables and talk to him alone, so we can have the numbers advantage.
"Our other lead is Geri's manager at Stuffer Shack, Horus. If we want to follow Ray's footsteps precisely we could try him, otherwise he seems small time compared to the ghoul and this shady doctor."
"What do you think?"
Aug 18, 2018 11:02 am
"Much as I hate myself for saying this, I think we should start with the ghoul."
Aug 20, 2018 12:46 am
It is past midnight by the time you hit the border of the Barrens. The houses and the buildings were gradually degrading until the border but now you are in full on deriliction. The street lamps are no longer functioning having long since had anything of value removed. A few small shops, mostly privately owned squatter shops and pawn shops are open. They all have steel gratings on the windows.
As you delve deeper into the Barrens you hear loud music, then deeper and deeper and you see that a Trog smashmetal concert is performing in a burned out building. A few hundred orks and trolls are moshing and raising hell. A few bottles smash against your car but you make it out without much resistance.
Eventually the noise? music? dies down. The Barrens gets even darker. The rain starts falling not helping much. Visibility hits almost zero, all your lights see is more rain. Then as you are driving you need to slam on the breaks, an ancient telephone pole has fallen on the road in front of you.
As you delve deeper into the Barrens you hear loud music, then deeper and deeper and you see that a Trog smashmetal concert is performing in a burned out building. A few hundred orks and trolls are moshing and raising hell. A few bottles smash against your car but you make it out without much resistance.
Eventually the noise? music? dies down. The Barrens gets even darker. The rain starts falling not helping much. Visibility hits almost zero, all your lights see is more rain. Then as you are driving you need to slam on the breaks, an ancient telephone pole has fallen on the road in front of you.
OOC:
Make any checks you want.Aug 21, 2018 2:31 am
OOC:
Also let me know if you wanted to get the antivirals (or other stuff to prep) before you head to the ghoul bar. I was just trying to move things along. We can do a film like flashback and cut back to the telephone pole if needed :)Aug 21, 2018 1:43 pm
Akuma, being more of the silent type, stays focused on the exterior, knowing that in this kind of neighborhood a lot of things can happen... Every few minutes, he stops scanning visually to astrally perceives his suroundings for a few seconds then resumes his outside visual examination.
also, I didn't have any money for the anti-virals for myself but I will use my contact to order it for any of those that want them.
OOC:
Edit: perception=5 success, assenssing=3 successalso, I didn't have any money for the anti-virals for myself but I will use my contact to order it for any of those that want them.
Last edited August 21, 2018 1:46 pm
Rolls
perception(visual)+intuition - (11d6)
(56322165125) = 38
assenssing+intuition - (7d6)
(5324635) = 28
Aug 21, 2018 4:57 pm
Checkmate slams the brakes as the telephone pole seems to leap out from behind a curtain of water. The 'Mericar slides on slick asphalt. Checkmate wrestles with the steering, fighting for control. If the pole didn't kill him, he was certain his heart would. He'd spent nearly four decades living on the edge in this city, on both sides of the law, and his reward was perfunctory dismissal via crumbling infrastructure? Seattle really was a heartless bitch.
As his heart stops hammering, he realises this is a bad situation. "Drek! I do not like this! Lu, Wyvern, you see anything out there?" he says, slowing turning the car around.
Perception - 3 successes.
Checkmate also cannot afford any anti-virals.
As his heart stops hammering, he realises this is a bad situation. "Drek! I do not like this! Lu, Wyvern, you see anything out there?" he says, slowing turning the car around.
OOC:
Perception - 3 successes.
Checkmate also cannot afford any anti-virals.
Last edited August 21, 2018 4:58 pm
Rolls
perception(visual)+intuition - (10d6) - (10d6)
(2246243562) = 36
Aug 22, 2018 1:26 am
Lu can't see drek with his mundane senses but as he dives into the world of mana he sees three figures off to the sides. One figure seems to be holding a chain or rope that is tied around another much much larger figure. The large figure looks at Lu, mana is radiating out of the larger figure. The cord, whatever it is, gives off feelings of pain and suffering. The third figure is on the other side of the road. It seems to be throwing something. Something dead in the astral realm.
BOOOOM!!! A grenade explodes under the base of the car. The car lifts off the ground temporarily then slams back down. You all seem unhurt but that can't be good for the car. Checkmate sees on his right a humanoid figure holding some sort of weapon. Frag the rain is so thick!
BOOOOM!!! A grenade explodes under the base of the car. The car lifts off the ground temporarily then slams back down. You all seem unhurt but that can't be good for the car. Checkmate sees on his right a humanoid figure holding some sort of weapon. Frag the rain is so thick!
OOC:
Checkmate roll your edge to see how badly fragged up the car is. Everyone. Let's roll initiative.Rolls
Barrens Baddies 1, 2, 3 - (1d6+8, 1d6+6, 1d6+12)
Aug 22, 2018 6:07 am
Checkmate hopes his insurance covers ordnance damage...
OOC:
3 hits on Edge.Last edited August 22, 2018 6:08 am
Rolls
Initiative: REA + INT + 1d6 - (1d6+8)
(4) + 8 = 12
Edge: 7d6 - (7d6)
(6143535) = 27
Aug 22, 2018 7:01 am
OOC:
Nice freakin' edge.Aug 22, 2018 1:39 pm
"Two targets on the right and one on the left, be wary of the big one on the right..."
Rolls
Rea+Int+4d6 - (4d6+13)
(3443) + 13 = 27
Aug 23, 2018 4:28 pm
Akuma rolls down the window and with a few quick hand gestures, makes a ball of electricity appear in his hands. He then pushes the ball towards the area where the larger figure was and it flies into the rain. Closing his hand and making another gesture, Lu makes the ball explode in a flash of light... "If I got them, it should slow them down a little..."
(INDIRECT, ELEMENTAL)(Shadow spells p.17)
The spell creates a solid ball of electricity roughly the size of a grapefruit in the caster's hands. The spell then launches from the caster as a grenade launcher (p.182, SR5) without a minimum range. The ball is affected by physical barriers and can bounce off solid surfaces and around corners. The spellcaster must make a Magic + Intuition (3) Test to see how close the spell grenade lands to its target. This test takes the place of the Throwing weapons + Agility Test used for grenades (see Grenades, p. 181, SR5). Scatter should also be determined as it is with grenades (p. 182, SR5).
The grenade spell explodes when the caster uses a Simple Action to detonate it or the combat turn ends, whichever happens first. The rules for blasts against barriers (p.183, SR5) apply to the spell's effects, along with the previously mentioned elemental effects.
COMBAT SPELLS
Combat spells use mana to create damaging effects, either by direct or indirect means. They’re a mana-slinger’s guns, and are treated that way by law enforcement.
Indirect: All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for "power kicks" or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s Spellcasting + Magic [Force] versus the target’s Reaction + Intuition, kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target you can cast these spells blindfolded or with artificial image enhancement as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is Force + net hits, with an AP equal to –(Force). Damage from an indirect combat spell is resisted with Body + Armor (adjusted for the spell’s AP). Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for grenades (p. 181): a Spellcasting + Magic [Force] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.
Elemental: These spells cause extra damage (Special Damage Types, p. 170). The specific type is listed in the spell description.
ELECTRICITY DAMAGE
A wide variety of nonlethal weapons are designed to incapacitate targets with electrical shock attacks, including stun batons, tasers, cyberware shock hands, and similar electrically charged weapons. These weapons rely on a contact discharge of electricity rather than kinetic energy. Spells and critter powers such as Lightning Bolt and Energy Aura cause similar effects.
Electrical damage is treated as Stun or Physical damage depending on the source and/or target. The Non-conductivity armor upgrade (p. 438) adds its full rating to the Armor value. The gamemaster can also decide which (if any) other factors may modify the target’s damage, such as extra conductivity for a character covered in water.
An Electricity attack that does damage can stun and incapacitate the target as well, though if there is no damage, there is no secondary effect at all.
Secondary effects for characters injured by Electricity damage include a –1 dice pool penalty on all actions and Defense Tests, but not Damage Resistance Tests, for 1 Combat Turn and an immediate Initiative Score reduction of 5. The dice pool penalty and Initiative Score reduction do not accumulate with multiple attacks, but the length of the penalty is extended by 1 Combat Turn for each successful damaging attack while a character is affected. If the character’s Initiative Score is reduced to 0 or below, they lose their last action. If they have no Initiative Score left the reduction comes on the start of the next Combat Turn.
I take 5s damage from drain
[ +- ] Actions
simple action 1: reckless spellcasting Denki shuryudan (Force 6, Drain 8)
simple action 2:detonate Denki shuryudan (damage=force+net hits, AP-6, electrical effects)
simple action 2:detonate Denki shuryudan (damage=force+net hits, AP-6, electrical effects)
[ +- ] Denki shuryudan
(INDIRECT, ELEMENTAL)(Shadow spells p.17)
The spell creates a solid ball of electricity roughly the size of a grapefruit in the caster's hands. The spell then launches from the caster as a grenade launcher (p.182, SR5) without a minimum range. The ball is affected by physical barriers and can bounce off solid surfaces and around corners. The spellcaster must make a Magic + Intuition (3) Test to see how close the spell grenade lands to its target. This test takes the place of the Throwing weapons + Agility Test used for grenades (see Grenades, p. 181, SR5). Scatter should also be determined as it is with grenades (p. 182, SR5).
The grenade spell explodes when the caster uses a Simple Action to detonate it or the combat turn ends, whichever happens first. The rules for blasts against barriers (p.183, SR5) apply to the spell's effects, along with the previously mentioned elemental effects.
COMBAT SPELLS
Combat spells use mana to create damaging effects, either by direct or indirect means. They’re a mana-slinger’s guns, and are treated that way by law enforcement.
Indirect: All indirect combat spells originate near the magician’s body (most magicians use their hands or eyes, but some use their feet for "power kicks" or emanate power from the entire body for a kind of an aura-throwing effect). The spell then is launched with an Opposed Test that pits the magician’s Spellcasting + Magic [Force] versus the target’s Reaction + Intuition, kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target you can cast these spells blindfolded or with artificial image enhancement as long as you’ve got a clear line of fire. The Damage Value of a successful indirect combat spell is Force + net hits, with an AP equal to –(Force). Damage from an indirect combat spell is resisted with Body + Armor (adjusted for the spell’s AP). Area indirect spells travel from the magician to the point of detonation and then go boom. The test is like that for grenades (p. 181): a Spellcasting + Magic [Force] (3) Test with scatter of 2D6 meters. Unlike grenades, you get to add your net hits on this test to the Damage Value of the spell, but only if you beat the threshold; otherwise the spell still detonates, but the hits are used to reduce scatter by one meter per hit.
Elemental: These spells cause extra damage (Special Damage Types, p. 170). The specific type is listed in the spell description.
ELECTRICITY DAMAGE
A wide variety of nonlethal weapons are designed to incapacitate targets with electrical shock attacks, including stun batons, tasers, cyberware shock hands, and similar electrically charged weapons. These weapons rely on a contact discharge of electricity rather than kinetic energy. Spells and critter powers such as Lightning Bolt and Energy Aura cause similar effects.
Electrical damage is treated as Stun or Physical damage depending on the source and/or target. The Non-conductivity armor upgrade (p. 438) adds its full rating to the Armor value. The gamemaster can also decide which (if any) other factors may modify the target’s damage, such as extra conductivity for a character covered in water.
An Electricity attack that does damage can stun and incapacitate the target as well, though if there is no damage, there is no secondary effect at all.
Secondary effects for characters injured by Electricity damage include a –1 dice pool penalty on all actions and Defense Tests, but not Damage Resistance Tests, for 1 Combat Turn and an immediate Initiative Score reduction of 5. The dice pool penalty and Initiative Score reduction do not accumulate with multiple attacks, but the length of the penalty is extended by 1 Combat Turn for each successful damaging attack while a character is affected. If the character’s Initiative Score is reduced to 0 or below, they lose their last action. If they have no Initiative Score left the reduction comes on the start of the next Combat Turn.
OOC:
Edit: 3 hit (no net hits) to touchI take 5s damage from drain
Last edited August 23, 2018 4:30 pm
Rolls
Denki shuryudan, Magic+Int (3) - (12d6)
(512321426534) = 38
Drain resist, Will+Int vs drain 8 - (11d6)
(45126641434) = 40
Aug 24, 2018 1:01 am
The ball of lightning explodes revealing a man with a shotgun, ear muffs and holding the chain of a large troll like creature with white fur. The man and the creature writhe in pain. But just as fast as it lit the street up it just as quickly fell back into darkness.
Lu 27
Checkmate 12
B1 15 reduced to 10 so Checkmate gets to go first.
Wyvern 9 (Marithyme you can go first)
B2 9
B3 8
OOC:
Lu 27
Checkmate 12
B1 15 reduced to 10 so Checkmate gets to go first.
Wyvern 9 (Marithyme you can go first)
B2 9
B3 8
Rolls
Resist B1 9
Resist B2 9
Aug 24, 2018 11:09 am
"The frag is that thing?!" Checkmate yells, and burns rubber away from the attackers, back the way they came.
Aug 24, 2018 11:02 pm
Wyvern leans out the window to take a shot at the man with the leash with her Ares.
Rolls
pistol 7k7 - (7d6)
(6652443) = 30
Aug 25, 2018 3:16 am
Checkmate keeps his cool despite the intense situation. As he reverses the car sparks fly from the steel wheel well spinning on concrete. Like a fraggin' sweet trid film he makes driving seem easy. As he is driving away Wyvern rolls down the window and gets a shot off at the large creature. The creature staggers for only a second before bellowing out a disorienting scream.
The two human sized people both take shots at the car with their shotguns. "Come on Cain let's get you some food!" One of them yells.
Checkmate has driven about 15 meters from the downed telephone pole. The large creature has run toward the car about 8 meters.
Everyone roll an Intuition + Willpower against the paralyzing howl. The creature has 4 net hits. You will be resisting 4 stun.
Lu resist a single shotgun slug 1 net hit 8p damage -2 AP but you have +4 dice from cover in the car
Wyvern resist a single shotgun slug 2 net hit3 9p damage -2 AP but you have +4 dice from cover in the car
The two human sized people both take shots at the car with their shotguns. "Come on Cain let's get you some food!" One of them yells.
Checkmate has driven about 15 meters from the downed telephone pole. The large creature has run toward the car about 8 meters.
OOC:
I rolled Checkmate's pilot ground craftEveryone roll an Intuition + Willpower against the paralyzing howl. The creature has 4 net hits. You will be resisting 4 stun.
Lu resist a single shotgun slug 1 net hit 8p damage -2 AP but you have +4 dice from cover in the car
Wyvern resist a single shotgun slug 2 net hit3 9p damage -2 AP but you have +4 dice from cover in the car
Rolls
Checkmate Pilot ground craft - (5d6)
(61623) = 18
Resist Wyvern's shot 10p - (16d6)
(5344263463632146) = 62
Shotgun to Lu - (10d6)
(4642124414) = 32
Shotgun to Wyvern - (10d6)
(5341252143) = 30
Creature wail - (8d6)
(41665254) = 33
load next