The Twilight Chamber: A Shadowrun Story (Inactive)

Game Master JDPhipps


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Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

"Yah, sounds good. Me an' Junkyahd'll take care a da booms. Well, he's gonna take care a dem, an' I take care a him."


Male Human Adept | Physical 0/11, Stun 2/10 | Initiative 10, 2 passes | Perception 9

Michael nods and takes the device from Derek. He's already dressed in his suit for the occasion, with his concealed body armor on underneath. His pistol is tucked in its custom holster under his armpit, and he has the security tag on his lapel. Other tools are secreted away under his waistband, in small pockets inside the coat. He studies the device for a moment, and then slips it into an inner breast pocket and looks round.

"Alright. Let's do this."

- - - - -

Michael gets a taxi to a store a block over from the museum, and then walks to the security entrance. He keeps his eyes forward, his face bland, his gait easy and professional. The suit fits, and as long as his mannerisms don't draw any attention, the security tag will get him past machine and man alike.

Disguise: 10d6 ⇒ (1, 2, 4, 5, 5, 6, 4, 4, 6, 1) = 38 4 hits

Once he's in, Michael slips off as soon as he can, and makes his way to the vent he'd spotted earlier. He watched the guard rotations then, and his very presence might make others less likely to come near--so when the time is right, he quickly pulls out his miniwelder and cuts his way into the vent (if necessary; if he can just unscrew it he does that). With a final check to make sure no one sees him, he pulls himself up into the hidden passage and begins carefully, calmly, and above all quietly crawling toward the target.

Infiltration: 14d6 ⇒ (5, 4, 4, 2, 6, 5, 2, 4, 2, 5, 5, 1, 3, 6) = 54 6 hits


Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

Blue looks at the shotgun slung under his long coat, then back up at the others, "I do not think they will let me carry this inside. What sort of scanners or detectors do they have on the entrances?"


It was on fire when I got here!

Junkyard nods at Bronze. "Always nice to have your back covered."

Demolitions: 1d6 + 1d6 + 1d6 + 1d6 + 1d6 + 1d6 + 1d6 + 1d6 ⇒ (4) + (4) + (1) + (1) + (2) + (3) + (3) + (3) = 21 About my usual luck. :(


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Blue, since you're heading in through a security entrance, you won't have any trouble with scanners; it seems the new corporate security often suit up off-site and so the scanners are more hassle than they're worth. Your shotgun is fine.

Junkyard, you can opt to default instead if you want. That's just some bad luck.


Are you sure you want to do that?

I will go with the default then. The RNG has been out to get me for the last week or more.


Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

Oh! I guess I missed that we were all going in through the security entrance. Are we all planning on going in posing as security?


Female Human Decker | Physical 0/11, Stun 0/11 | Initiative 7 (1 pass), Matrix Initiative 11 (3 pass) | Perception 9 | Hacking 19 | State: Tsuki
Commlink:
Hotsim Response: 5 Signal: 5 Firewall: 6 System: 5 Programs: Novatech Navi OS System 5 Firewall 5 Analyze 5 Exploit 5 Scan 5 Stealth 5

Alter takes a deep breath as she gives a nod towards Derek, her demeanor subdued and her jacket pulled tight to ward off the cool night air. Her hand slides over her Commlink as she messages to Michael, "Ready when you are."

Alter waits for the signal from Michael before she presses the button on her Commlink, sending off her program through the new connection and into the motion sensor.

Hack on the Fly: 19d6 ⇒ (3, 4, 5, 5, 3, 1, 5, 2, 2, 1, 1, 4, 2, 6, 4, 1, 2, 6, 6) = 63 Hits = 6


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

Michael takes his time and moves into the exhibit through the vents. He drops into the room from behind the scanner and takes cover behind other items, moving up quickly and placing the chip onto the scanner itself; Alter then quickly gets to work and cracks through the firewall, and she disables the scanner soon afterward. Michael can now unlock the door for the rest of the team to move into the exhibit room and get into the display case.

Downstairs, Junkyard takes his time and attaches the explosives to the wall adjacent to the sewer. While it's time-consuming work, he's eventually satisfied and is ready to blow through the lower levels for their escape plan.

Analyze: 14d6 ⇒ (6, 4, 2, 1, 3, 5, 6, 2, 1, 4, 3, 6, 4, 4) = 51
Total of 4 hits.
Stealth: 19d6 ⇒ (5, 2, 6, 5, 5, 6, 4, 6, 1, 6, 6, 3, 1, 6, 5, 1, 5, 5, 6) = 84
Total of 13 hits.

Let me know if you all do anything before you snag the piece.


Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

<We're ready down 'ere. Jus' waitin' on yeh guys an' we ghost dis place.>

Bronze makes sure he has stick'n'shock loaded in the Enfield's drum, and double checks his gear for easy access, keeping his eyes peeled down the tunnel for any kind of threat.


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

With everything in place, Michael is in position to pick up what you've come for. Once he nabs the Dragon's Egg, you'll have five minutes to get down to the basement and blow through the wall to make your escape. With the motion sensor deactivated, Michael reaches into the case and pulls out the Dragon's Egg. The piece is nearly the size of his chest, all gold and silver inlaid with precious gems. It's easy to think about how much it must cost--millions or more likely billions of nuyen--and the score you could make if you managed to sell it. But that's not the job. A second late that train of thought is interrupted by the blaring of an alarm. "Sh*t," Derek mutters, Aasimov spurring to life behind him. "That's not supposed to happen. We need to leave! Now!" Derek takes off running toward the security entrance to get to the lower levels, his drone scurrying off behind him.

Downstairs, the alarm goes off just as loud. Junkyard and Bronze can clearly hear what sound like footsteps coming down the halls above them. No one has moved down the stairs toward them yet, but it's likely only a matter of time, especially once the explosives go off. It might be smart to set them off now so you can make your escape when the time comes--and it could take some heat off of the rest of the team--but it also means inviting company.


Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

Blue curses sulfurously as he quickly reshapes the mana around them into an aura that will increase his speed and reaction time.

Spellcasting (Force 4 Increase Reflexes: 11d6 ⇒ (6, 4, 1, 6, 1, 2, 2, 1, 2, 2, 1) = 28, 2 successes.
Bloody Hell!
+1 Initiative, +1 initiative pass.

Drain Resistance ((F÷2)+2 = 4 drain): 13d6 ⇒ (1, 1, 1, 4, 4, 5, 6, 5, 6, 6, 1, 4, 5) = 49, 6 successes, no drain.

He then takes off at a run after Michael, making sure that everyone is following.


Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

"Oy, J-man! We gots comp'ny, I figger less den 5 mikes. We blow da pack now and mow 'email down, er wait til da plan and scoot in da chaos. Either way, I got yer back."

Bronze takes up a position where he has at least some cover from the stairs, shotgun readied and flipped to burst fire mode. He fingers the flash-bang grenade at his belt, ready to pull and toss if that area gets congested with goons.

Over comms: <Standin' by. Call da play, an' we make it hap'n.>

11d6 ⇒ (3, 4, 5, 4, 4, 6, 4, 6, 1, 4, 1) = 42 infiltration to remain unseen from the stairway exit. 3 Hits

10d6 ⇒ (3, 5, 3, 3, 3, 1, 3, 4, 4, 1) = 30 perception to hear who and how many folks approach. 1 Hit


It was on fire when I got here!

Junkyard checks the load in his Armtech. "Shock'n'awe, frag'em or cookout?" He asks Bronze, referring to Flash-bangs, fragmentation or Thermal smoke grenades.

He holds the detonator ready to trigger on Bronze's signal and is making sure they are both out of the blast radius.

"Or do you want to draw them down them an set off the bang when they're on top of it?" He asks, having a nasty thought.

Dice roles following Bronze's lead.

Infiltration (pool): 1d6 + 1d6 + 1d6 + 1d6 ⇒ (5) + (6) + (4) + (5) = 20 3 hits.

Perception: 1d6 + 1d6 + 1d6 + 1d6 + 1d6 ⇒ (1) + (6) + (4) + (5) + (6) = 22 3 hits


Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

"Shock, fer sure. Don' wan' splash dese fools fer no reason. Jus' keep 'em off dere feet."

<Sitrep? Exfil waitin' on ya.>

Bronze looks over and sees Junkyard take up a concealed cover position as well, and smiles. Maybe they'd get to geek some cops tonight, after all.


Male Human Adept | Physical 0/11, Stun 2/10 | Initiative 10, 2 passes | Perception 9

Michael gingerly picks up the egg and holds back a sigh of relief, only to let it out as a hissed curse a moment later. His cynical side knew this run was too easy, especially given the potential links to the Dragon, and the oddities to the security present. There's nothing for it now, though, so he just tucks it in his arms as best he can and sprints for the exit. <Keep to the plan as long as we can!> he says, the microtransceiver in his throat turning the mutter into a shout.

Running: 8d6 ⇒ (5, 3, 1, 1, 3, 5, 4, 6) = 28 3 hits to help sprint out of here.


Male Ork Heavy Weapons Street Sam | Physical 0/15 Stun 0/10 | Initiative 7 (11), 1(3) passes | Perception 1

Bogatir breaks his silence. He's been far from enthusiastic about robbing the place, and a lot more about meeting up with old friends. As the alarm sounds, however, he almost leaps, flicking a mental switch.

-------Богатир Система 0.9.132 Загрузка: 94%----------
--
---
----

The familiar text appears on his HUD once more, as a headache begins. Eh. The doctor said not to turn it on, unless it's an emergency. I think red alarm is enough of emergency., he smirks to himself. A sharp pain begins in his spine, as he groans, loud enough for others to hear.

--------ОСТОРОЖНО!-------
--Невралгичная интеграция неполнa - проблеми мозга Б-123, О-31, Щ-551.--
Переопределение? Д/Н?

Jittering in place, Bogatir nodded to the neural override. The before slow and meticulous orc reached into his bag, released the heavy machinegun, loaded a clip and released the safety. All in the course of half a second. "I'm ready. Sorry about... That.", he mutters to those staring at him, as the machinegun chambers through bullets.

---Hесмертельного боеприпасов выбранный: 40/40---,

the HUD informs, as the rubber bullets are selected, followed by a warning about low ammo. "I hope they will not fight to death. I only had one non-lethal clip remaining...", he shares, as he lifts the eighty pound machinegun on his shoulder as if it was a carbine. "But I am ready."


Female Human Decker | Physical 0/11, Stun 0/11 | Initiative 7 (1 pass), Matrix Initiative 11 (3 pass) | Perception 9 | Hacking 19 | State: Tsuki
Commlink:
Hotsim Response: 5 Signal: 5 Firewall: 6 System: 5 Programs: Novatech Navi OS System 5 Firewall 5 Analyze 5 Exploit 5 Scan 5 Stealth 5

Alter's heart skips several beats as the alarm blares out into the still quiet of the museum. Her eyes widening as Derek states the obvious and then says to run in a panicked voiced. Alter turns with Derek and runs with him while she sends a specific mental signal to her cyberarm. A section of her slightly bulky cyberarm hisses as the holster for her Predator IV slides open and clicks the magazine into place, sliding the pistol grip into her cyberarm while a HUD comes up on her glasses display. Staying near Bogatir as she pulls up her voice-comm, Alter sub-vocalizes to the ex-fil team, <We're on our way. Got the egg.>


Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

<Standing by. Prepare for loud. Hostile active.>

Bronze waits for the appropriate time and squints while keeping his mouth slightly open in preparation for the shockwave. Shotgun at the ready he scans for targets to present themselves.


Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

Blue slips the shotgun out from beneath his coat, its systems coming to life and linking to his glasses. He speaks to the others through their team network, <Lethal protocol?>


Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

<Zappers loaded here. Hard rounds as backup.>


Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
House Rules:

With the alarm blaring in the background, the party moves through the hallway back to the security entrance. At the end of one hallway, two suit-clad guards emerge with pistols drawn. You can see the glint of electronics in their sunglasses, and they quickly take cover at the end of the hallway. "Sh*t! We've got intruders in Sector B6! They've stolen the Dragon's Egg. They appear heavily armed and dangerous, requesting backup!" The two guards, now taking cover behind the walls at the end of the hallway, start firing on the Michael and Bogatir. Bogatir dodges the first shot but the second hits the armor on his chest and winds him a bit. Luckily for Michael, the first shot on him stops cold on his armor but the second hits him in the gut and he doubles over from the shock. "I repeat, we're requesting backup!" The pillars on either side of the hallway provide enough room for someone to get behind them and avoid the brunt of an attack, but it's not too far to the end of the hallway; someone quick on their feet could run down and press the attack.

Downstairs it's still quiet, although you can hear the distant echo of gunfire and the clattering of steps on the floor above again. It sounds like a lot of foot traffic is headed in the team's direction.

Initiative:
Initiative; Guards: 10d6 ⇒ (5, 1, 2, 6, 2, 5, 6, 6, 1, 1) = 35

Initiaitve; Alter: 7d6 ⇒ (5, 4, 5, 2, 5, 6, 4) = 31
Initiative; Blue: 6d6 ⇒ (4, 1, 5, 6, 5, 6) = 27
Initiative; Bogatir: 11d6 ⇒ (2, 4, 6, 4, 4, 2, 4, 1, 3, 6, 4) = 40
Initiative; Bronze: 10d6 ⇒ (3, 4, 1, 5, 3, 2, 2, 6, 4, 4) = 34
Initiative; Michael: 10d6 ⇒ (3, 2, 2, 5, 4, 6, 1, 4, 4, 6) = 37
Initiative; Junkyard: 9d6 ⇒ (4, 6, 1, 6, 1, 5, 3, 1, 4) = 31

  • Guards
  • Party

    Rolls:
    Pistols: 14d6 ⇒ (6, 2, 1, 4, 4, 3, 3, 3, 2, 4, 3, 6, 6, 2) = 49
    Reaction; Bogatir: 9d6 ⇒ (4, 5, 2, 2, 6, 2, 1, 4, 5) = 31
    Total of 0 net hits.
    Pistols: 14d6 ⇒ (5, 1, 2, 2, 5, 4, 3, 4, 6, 6, 2, 1, 1, 5) = 47
    Reaction; Bogatir: 9d6 ⇒ (6, 5, 1, 4, 2, 5, 1, 1, 2) = 27
    Total of 3 net hits.
    Resist: 20d6 ⇒ (4, 1, 3, 3, 4, 2, 4, 6, 4, 6, 3, 2, 3, 4, 4, 6, 6, 1, 2, 4) = 72
    Total of 4S damage.

    Pistols: 14d6 ⇒ (3, 2, 4, 6, 2, 2, 2, 4, 6, 5, 1, 6, 2, 2) = 47
    Reaction; Michael: 5d6 ⇒ (6, 6, 3, 6, 4) = 25
    Total of 1 net hits.
    Resist: 18d6 ⇒ (1, 6, 3, 6, 2, 4, 4, 5, 1, 2, 5, 2, 1, 2, 1, 4, 6, 5) = 60
    Total of 0S damage.
    Pistols: 14d6 ⇒ (5, 5, 2, 6, 4, 6, 4, 4, 5, 3, 3, 3, 5, 2) = 57
    Reaction; Michael: 5d6 ⇒ (5, 4, 5, 4, 5) = 23
    Total of 4 net hits.
    Resist: 18d6 ⇒ (1, 1, 1, 3, 1, 4, 2, 4, 4, 3, 5, 6, 6, 1, 6, 2, 4, 5) = 59
    Total of 4S damage.

    Bogatir takes 4S damage!
    Michael takes 4S damage!


  • Male Ork Heavy Weapons Street Sam | Physical 0/15 Stun 0/10 | Initiative 7 (11), 1(3) passes | Perception 1

    Coughing out from the pistol shot landing on his chest, Bogatir looks at the guards. They have balls., he states, as the old ork breaks into a sprint down the hallway. "<Get to cover. I take point.>", his message sounds, as he continues his stampede towards the guards, machinegun raised.

    Attacks:

    Bogatir can only move 8 meters this combat pass - would he be able to flank at the guards, or have they retreated behind cover? If he can attack them, regardless of cover or not, attacks below.

    Attack, BF, narrow at guard one: 20d6 ⇒ (6, 4, 4, 5, 1, 2, 2, 1, 3, 1, 1, 6, 3, 4, 5, 6, 5, 3, 3, 6) = 71 7 hits for 13S, AP -1
    Attack, BF, narrow at guard two: 20d6 ⇒ (2, 1, 2, 2, 4, 2, 3, 3, 6, 4, 1, 2, 3, 1, 3, 1, 3, 6, 2, 2) = 53 2 hits for 8S, AP -1 -Dem rolls. Payback for making Bogatir such a combat monster, no doubt.

    Grunting from his aching chest, Bogatir starts running down the hallway, machinegun at the ready. As soon as he spots a guard, the gun starts shooting, every bullet accompanied by a loud, thudding sound, and a jitter from his massive arms. Snapping from one guard, he aims at the other, pulling the trigger once more.


    Male Human Adept | Physical 0/11, Stun 2/10 | Initiative 10, 2 passes | Perception 9

    <Shock and awe, I read you, Bronze.> Michael gets the message off just as he sees the guards up ahead, and he tucks over to try and avoid fire. He only grunts as he feels his suit soak the first hit, but the second pounds into his gut and he nearly loses his footing for a moment. He keeps on his feet in the end, though, and charges down the hallway, leaping into a spinning kick as he gets within range of the closest guard.

    Michael is using Critical Strike to boost his damage, but not Killing Hands, so it's Stun. Using his bonus Reach from the Kick maneuver to add 1 to his own dice pool. I'm assuming he's also running to get there, so he gets a +2 bonus for charging.
    Unarmed Attack: 16d6 ⇒ (1, 1, 1, 1, 5, 4, 1, 2, 1, 6, 5, 3, 3, 6, 4, 4) = 48 4 hits with a base DV of 7S.

    If I don't need to Sprint (spending an action) and I can follow up with a second...
    After the first kick, Michael lands lightly on his feet and brings his other leg around, sending a second strike crunching into the guard's ribs--the egg still clutched in the infiltrator's arms.
    Unarmed Attack 2: 14d6 ⇒ (6, 3, 2, 1, 2, 1, 3, 5, 5, 4, 1, 1, 2, 2) = 38 3 hits, base DV 7S.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Quick to retaliate, Michael and Bogatir both charge to the end of the hallway. Rounding the corner and leaving their assailants out in the open, the two are free to attack unhindered. The first guard takes the two bursts from Bogatir's machine gun right in the gut and then the chest as the recoil brings the weapon slightly upward, and the guard stumbles backward and slams into a wall where he slides to the ground unconscious. [/b]"Sh*t! They're overrunning our position! We need help now! I repeat, we need--"[/b] Michael's foot catches the man in the jaw as he flies down the hallway, and the man stumbles back and drops his gun to the ground. As he goes to reach for it, Michael spins and drive his heel into the man's gut which sends him flying backward. His head crashes into one of the display cases hard enough that the vase within it is knocked free and crashes into the ground, causing yet another alarm to go off. Their intended exit, the route down to the basement through the security entrance, is quickly blocked off by lowering barriers.

    "Sh*t! Okay, just give me a second." Derek's hands twitch as his goggles flare to life, and he stands idly for a moment. "Alright, there's another way down to the basement, but it's through the main show room. If we move quickly, we can probably get out of here before any heavy artillery shows up en masse." He flicks the safety on his sub-machine gun and Asimov's chain gun spins up quickly. "Let's go."

    Rolls:
    Resist: 13d6 ⇒ (3, 6, 1, 2, 6, 3, 5, 2, 3, 4, 6, 6, 5) = 52
    Total of 7S damage.
    Resist: 13d6 ⇒ (1, 2, 6, 5, 3, 6, 2, 4, 6, 2, 2, 6, 2) = 47
    Total of 3S damage.

    Resist: 9d6 ⇒ (2, 1, 4, 6, 3, 1, 4, 2, 5) = 28
    Total of 6S damage.
    Resist: 9d6 ⇒ (3, 6, 4, 1, 2, 5, 3, 4, 1) = 29
    Total of 5S damage.

    Resist; Bogatir: 2d6 ⇒ (1, 3) = 4
    Resist; Michael: 2d6 ⇒ (5, 2) = 7

    Combat is over for now. Also, I realized I missed two dice worth of damage resistance for Bogatir and Michael. Bogatir didn't get lucky, but Michael only takes 3S.


    Male Ork Heavy Weapons Street Sam | Physical 0/15 Stun 0/10 | Initiative 7 (11), 1(3) passes | Perception 1

    Oh, that's fine, GM. I also forgot that the narrow burst does 3 more damage/burst, hopefully the guard doesn't bite it. Multiple shattered ribs is fine, though.

    "Shame about the vase.", remarks Bogatir, as the undoubtedly priceless artefact shatters on the ground. Re-checking his gun, he jerks around, making sure nobody else was hurt. "You are sure, Derek? If cavalry shows up, we'll have to take them down lethally." He takes a look at the guards, sighing. "Let's keep moving.", he says, moving forward to take point next to Asimov, moving quickly past the exhibitions, ignoring the glaring alarms. I'll have my worse headache in years if this goes on much further., he thinks, grumbling under his nose.


    Male Human Adept | Physical 0/11, Stun 2/10 | Initiative 10, 2 passes | Perception 9

    Michael doesn't cringe at the shattered vase and the subsequent alarms, but he isn't happy about this turn of events. He spins to face the others, and gingerly shifts the egg from pressing into the bruised spot on his ribs. It would be good to get the bullet out now... but we need to keep moving. He shakes off as much of the pain as he can and gets on the move again, as quickly as possible now that their cover's blown.


    Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

    Blue takes note of the painful motions of his friends, <When we have a few seconds, I will heal those wounds. Try not to get shot in the meantime.>


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Blue, you should have time to heal them now before you head into the next room if you want to. I'll wait until tomorrow to update to give you a chance to do so; if you haven't by then feel free to still roll it and we'll just have it be retroactive.


    Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

    Just standing by, ready to pull a trigger and drop some fools!


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Ugh, I'm sorry. I almost put this off until tomorrow, but it needs to be done. I was out of town for the weekend with my girlfriend and had no time to post.

    Moving down the hallway through the main exhibit room, the team reaches the entrance after a few seconds. The room beyond is littered with a variety of exhibits and display cases clearly designed to be difficult to damage or destroy, and are spread out enough that they'd make for decent cover in a pinch. They know from the schematics about the upper balcony, but most of the cover seems to be tall enough that it'd do for keeping out of the way. With nowhere else to go, the team moves out into the open and are instantly hit with a floodlight from the upper floors. A few heavily armored guards with automatic weapons have taken up defensive positions on the balconies above, while the more numerous suit-wearing guards you saw around the museum are attempting to block off the exists on the main floor. The floodlight comes from the balcony, and next to it stands an Orc with a pair of impressive cyberarms and wearing heavy armor. One hand holds a radio, while the other easily hefts an assault rifle. "You there!" he says as his voice comes through the museum loudspeakers. "Drop the artifact and put down your weapons, and you'll only be under arrest when the police arrive. That piece is corporate property, and we are authorized to use deadly force to retrieve it if necessary. I have men sweeping the rest of the building; there's no way out for you. Do you understand?" He hefts his assault rifle up onto one shoulder, and scowls at you all.

    Sure enough, downstairs Bronze and Junkyard can hear footsteps coming down the security entrance. Some of them are quite light--probably the suit-wearing guards they heard about before--but others are quite heavy and cumbersome. It sounds like you've got company. Not long after, a few heavily armored guards show up with assault rifles and submachine guns in hand, followed by the normal security for the museum. They don't seem to have spotted you yet. From the loudspeaker downstairs, you hear the same speech, although admittedly you don't know the context.

    Initiative:
    Initiative; Alter: 7d6 ⇒ (5, 4, 3, 3, 1, 1, 1) = 18
    Initiative; Blue: 7d6 ⇒ (1, 4, 2, 4, 5, 3, 2) = 21
    Initiative; Bogatir: 11d6 ⇒ (4, 4, 4, 1, 3, 3, 6, 3, 3, 2, 2) = 35
    Initiative; Bronze: 10d6 ⇒ (5, 2, 6, 3, 4, 5, 3, 4, 6, 6) = 44
    Initiative; Michael: 10d6 ⇒ (2, 1, 2, 4, 6, 6, 5, 4, 5, 6) = 41
    Initiative; Junkyard: 9d6 ⇒ (6, 1, 4, 4, 3, 4, 4, 6, 6) = 38

    Initiative; Derek: 10d6 ⇒ (3, 6, 4, 2, 6, 4, 2, 1, 6, 3) = 37

    Initiative; SK Guards: 11d6 ⇒ (2, 3, 4, 4, 4, 6, 4, 6, 4, 4, 4) = 45
    Initiative; Guards: 9d6 ⇒ (4, 2, 5, 1, 4, 2, 3, 1, 1) = 23

    Just so I don't have to go pouring through the book, does anyone happen to know what happens when players and enemies tie for initiative? It's 3 AM and I want to put up this post, but I really don't have the energy to go looking through. I'll put up the full initiative order tomorrow once I know that, BUT Michael is up first anyway for the people upstairs, and both people down below move before both sets of guards headed their way. Also, I will assume you all have time to dash for cover before the fighting starts... assuming you fight, anyway. As one last note, Blue can still heal up Michael and Bogatir before you move on. Don't feel the need to wait until you're up in initiative to do so.

    Michael is up!

    Bronze and Junkyard are up!


    Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

    <Hit da booms! Wait til dem fools are in da blast zone!>

    Bronze takes aim at the nearest group of security goons and holds his grenade in his hand.


    Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

    Well, I went to look up the finer points of magical healing (such as how long it takes to become permanent, etc) and I discovered that it applies only to Physical damage. I cannot heal Stun damage. DM Jon, would you allow Blue to develop a spell that can heal Stun damage?


    It was on fire when I got here!

    Junkyard triggers the detonator on Bronze's command, bringing his grenade launcher into position with his other hand for the coming firefight.


    Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

    *** Slightly before the ambush in the big room ***

    Blue lays a hand on Bogotir's shoulder, "Give me a moment, friend, to help you with that."

    Sorcery (Heal (-2 dice for sustained spell)): 9d6 ⇒ (6, 2, 3, 4, 5, 4, 5, 6, 1) = 36, 4 hits.
    4 hits used to heal damage.
    Drain (4S wound-2=2 Drain Value): 13d6 ⇒ (5, 3, 3, 4, 3, 3, 4, 1, 2, 4, 6, 2, 3) = 43, 2 hits, no drain.
    This spell takes 4 combat turns to become permanent.

    After a few moments, Blue turns to Michael, "And now your turn. We need you both in peak condition." Laying his hand on Michael's shoulder, Blue concentrates...

    Sorcery (Heal (-2 dice for sustained spell)): 9d6 ⇒ (4, 3, 2, 6, 2, 4, 5, 6, 5) = 37, 4 hits.
    3 hits will be used to heal damage, and 1 to reduce the amount of time for it to be permanent.
    Drain (3S wound-2=1 Drain Value): 13d6 ⇒ (2, 5, 2, 5, 5, 6, 4, 3, 2, 1, 4, 3, 1) = 43, 4 hits, no drain.
    This spell takes 1 combat turn to become permanent.


    Male Human Adept | Physical 0/11, Stun 2/10 | Initiative 10, 2 passes | Perception 9

    Michael ducks into cover and shifts the egg to his off hand. He glances at the others of the team and whispers into his mic. <What do we think? Keep going, or give up here?>

    If we surrender:
    Michael gives a slight nod and gingerly holds the egg out from behind his cover. Slowly, gently, he sets it down on the ground, and then holds out both hands, empty and non-threatening. <Then play it cool, everyone. Our best bet to get out of this is to make it clear we aren't going to do anything stupid.>

    If we keep shooting:
    Michael nods, and in a flash his pistol is in hand. He steps to the edge of his cover and fires once, aiming for the big ork--maybe it'll hurt, but at the least it'll send a message.

    Taking a -2 dice penalty since I'm assuming I'm in at least Good Cover.
    Going out Blazing: 13d6 ⇒ (4, 2, 1, 1, 4, 2, 4, 3, 1, 1, 3, 5, 2) = 33 Wow, 1 hit.


    Female Human Decker | Physical 0/11, Stun 0/11 | Initiative 7 (1 pass), Matrix Initiative 11 (3 pass) | Perception 9 | Hacking 19 | State: Tsuki
    Commlink:
    Hotsim Response: 5 Signal: 5 Firewall: 6 System: 5 Programs: Novatech Navi OS System 5 Firewall 5 Analyze 5 Exploit 5 Scan 5 Stealth 5

    For when my turn comes up, is this the room with the automated turret security?


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    There are a number of rooms with automated turrets; the only place you noticed them were in the room with the Dragon's Egg, but you know from going through the security systems that there's other rooms--including this one--which feature some automated turrets. It's likely for the safety of exhibits that they fire stun ammunition, however.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    The big ork easily ducks out of the way when Michael runs to cover and takes a shot at him, and the bullet instead hits the wall behind him. "Asimov, get to the balcony!" Derek shouts as he dives behind a display case with his gun in hand. The spider droid leaps onto the wall and begins to scale its way up to the balcony. About halfway up, the droid's minigun turret whirs to life and sends a volley of gunfire toward the nearest guard on the second floor. Derek too pops up and opens fire with his SMG. The first guard goes down under Asimov's fire, but the guard Derek fires at manages to duck out of the way.

    When the rest of the team dives for cover, the guards up top open fire. Derek cries out in pain when he gets hit in the ribs, and falls back behind cover. He holds his hand to the wound and it comes away bloody, but he shakes it off and hunkers down. "I'll be alright! Take them down, don't worry about me!" Two of them fire on Bogatir, and while he manages to dodge one of their shots the other hits him in the chest; it doesn't wind him terribly but he feels the sting. Michael, in better cover than most, feels the hail of bullets from the big orc's gun skim his shoulder. It doesn't draw blood, but it's gonna be stiff for a while. The guards on the ground floor raise their weapons to shoot, but shadowrunners are always a little lucky; it seems the team is just a little bit faster on the draw.

    Downstairs, Bronze and Junkyard trigger the explosives. For a few seconds, there's a tense silence before Junkyard's charge detonates. The blast is deafening, sending chunks of cement and steel everywhere, and leaves a heavy ringing in your ears. The guards that made their way downstairs stumble back and bring up their weapons, looking around for the source of the explosion. While they're on the alert, the two members of the team have the upper hand.

    Rolls:
    Reaction: 7d6 ⇒ (6, 5, 6, 2, 2, 6, 4) = 31

    Attack: 14d6 ⇒ (3, 3, 3, 6, 5, 6, 6, 5, 3, 2, 5, 2, 3, 4) = 56
    Reaction: 7d6 ⇒ (4, 4, 5, 2, 1, 3, 1) = 20
    Total of 5 hits.
    Resist: 21d6 ⇒ (2, 3, 1, 4, 1, 4, 2, 4, 2, 3, 5, 4, 4, 2, 1, 4, 5, 3, 3, 5, 3) = 65
    Total of 13P damage.

    Attack: 10d6 ⇒ (6, 1, 1, 5, 1, 4, 2, 6, 6, 4) = 36
    Reaction: 7d6 ⇒ (4, 1, 1, 5, 5, 6, 5) = 27

    Attack: 12d6 ⇒ (5, 2, 5, 1, 2, 3, 5, 3, 6, 2, 3, 6) = 43
    Reaction: 6d6 ⇒ (4, 6, 4, 6, 1, 2) = 23
    Edge: 4d6 ⇒ (3, 1, 4, 6) = 14
    Total of 2 hits.
    Resist: 14d6 ⇒ (4, 3, 5, 4, 3, 3, 3, 1, 4, 3, 1, 6, 5, 5) = 50
    Total of 4P damage.

    Attack: 13d6 ⇒ (2, 6, 4, 4, 3, 1, 2, 3, 5, 2, 1, 1, 1) = 35
    Reaction: 9d6 ⇒ (5, 6, 4, 5, 3, 2, 4, 3, 1) = 33

    Attack: 12d6 ⇒ (3, 6, 4, 1, 5, 3, 4, 1, 2, 1, 3, 4) = 37
    Reaction: 5d6 ⇒ (6, 6, 2, 4, 3) = 21
    Resist: 19d6 ⇒ (3, 1, 6, 2, 4, 3, 4, 3, 4, 1, 5, 1, 2, 6, 2, 2, 4, 1, 6) = 60
    Total of 2S damage.

    Attack: 13d6 ⇒ (3, 4, 1, 5, 6, 2, 3, 4, 5, 3, 6, 5, 1) = 48
    Reaction: 8d6 ⇒ (6, 2, 6, 5, 4, 4, 2, 5) = 34
    Total of 1 hit.
    Resist: 20d6 ⇒ (2, 5, 5, 5, 3, 6, 2, 4, 1, 2, 3, 4, 1, 5, 2, 1, 2, 3, 3, 3) = 62
    Total of 2S damage.

    Michael takes 2S damage!
    Bogatir takes 2S damage!

    Alter, Blue, and Bogatir are up!

    Bronze and Junkyard are up!


    It was on fire when I got here!

    Junkyard aims to put a flashbang in the middle of the group of guards, making it easier for Bronze to clear them.

    Grenade launcher: 1d6 + 1d6 + 1d6 + 1d6 + 1d6 + 1d6 + 1d6 + 1d6 + 1d6 + 1d6 ⇒ (3) + (1) + (2) + (4) + (5) + (6) + (1) + (2) + (1) + (6) = 31 4 hits?


    Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

    "Stoopid goons shoulda called in sick taday. Oh well, here's mud in yet eyes, ye fraggers."

    Bronze activates the flashbang grenade's wireless, then tosses it and triggers the boom just as it gets where he wants it.

    9d6 ⇒ (4, 6, 6, 4, 2, 2, 2, 6, 1) = 33 throwing weapons from hidden position 3 hits should land right in the middle of the sec-goons formation.

    Staying behind cover for the moment he ducks his head and trusts his eye and ear protection hold up.


    Male Ork Heavy Weapons Street Sam | Physical 0/15 Stun 0/10 | Initiative 7 (11), 1(3) passes | Perception 1

    His massive arms snapping forward, Bogatir sprints towards the nearest cover, as he feels the bullets smashing themselves in his armour. The heavy machinegun bursts in a thundering roar of bullets, as a barrage of thickly grouped rounds flies towards the orc in charge.

    Rolls:

    Attack, /w Edge: 26d6 ⇒ (2, 3, 3, 1, 3, 4, 1, 3, 5, 1, 6, 1, 2, 6, 1, 6, 3, 1, 4, 3, 6, 5, 2, 1, 1, 5) = 79
    Rerolling 6: 4d6 ⇒ (5, 4, 6, 3) = 18
    Last time: 1d6 ⇒ 1 9 hits. 7 hits, if I mixed up re-rolling 6's from 5E, for 23S damage, AP -2. I would also assume he's knocked back, since he's not a truck.

    As the barrage stops, Bogatir leaps into a column, almost completely dodging the barrage coming his way. <"There might not be enough non-lethal for all guards.">, he relates, just as he hears the explosion. <"Report, Bronze?">, he shouts out quickly, eyes glancing at the already half-empty clip.


    Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

    <Hole's open. Droppin' sum fools ta clear yer way. Get yer hoops in gear, we gotta scram!>

    Bronze grins despite, or perhaps because of, the rather serious danger the team if ds itself in.

    "Junkyahd, dey ain't movin' fas' enuff. We got any booms can drop dat ceilin' behin' us?"


    Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

    <This might be a poor decision,> Blue says over comms as he siezes the threads of magic in the museum, beseeching the spirits to allow him to subdue the enemy. Drawing deeply, deeply enough that he can feel the magic straining at his flesh, Blue hurls a ball of stunning power at the largest knot of enemies he can target.

    Spellcasting (Force 7 Stunball) (-2 dice pool for sustained spell): 9d6 ⇒ (6, 2, 2, 1, 5, 6, 1, 3, 2) = 28, 3 hits. 7S damage + net hits. Resisted by Willpower + Counterspelling. All targets within 7m radius.
    Drain Resistance (DV: 7/2+1=4P): 13d6 ⇒ (3, 6, 5, 1, 2, 6, 1, 2, 5, 5, 6, 2, 1) = 45, 6 hits, no drain.


    Female Human Decker | Physical 0/11, Stun 0/11 | Initiative 7 (1 pass), Matrix Initiative 11 (3 pass) | Perception 9 | Hacking 19 | State: Tsuki
    Commlink:
    Hotsim Response: 5 Signal: 5 Firewall: 6 System: 5 Programs: Novatech Navi OS System 5 Firewall 5 Analyze 5 Exploit 5 Scan 5 Stealth 5

    Alter grins wildly as she says over the intercom, "We got plenty for non-lethal Bogatir!" as she crouches behind cover for a moment and pulls up her Commlink. Having her system already setup to give the command at the appropriate moment, Alter activates the automated turrets and turns them towards the guards, designating a set of targets and giving the order to open fire.

    Not sure exactly what the turrets would be rolling so leaving that to you DM.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Blue's magical blast catches the whole group of guards on the ground floor blocking their exit, and the lot of them reel from the magical energy that hits them like a freight train. Several clutch at their heads or chests and nearly double over while others brace themselves on the exhibit cases. Just as they begin to right themselves, the automated turrets jut out from the wall under Alter's command; it only takes a moment to switch to non-lethal ammunition and the wide spray of the turrets makes it nearly impossible for the guards to duck out of the way. A few seconds later, they all collapse after being shocked into unconsciousness by the stick-n-shock rounds.

    Bogatir charges in with his machine gun, and his hail of bullets hits the lead orc right in his center of mass. The chromed orc topples backward into a display case and it crashes to the floor, setting off yet another alarm. "F*ck!" he shouts, amazingly still conscious. As he struggles to get to his feet, he shouts at the other heavily armed guards remaining on the balcony. "Well? Get down there and kill them! Now!" The other guards seem to be readying to come down onto the ground floor, but for the moment your escape route is open.

    Downstairs, the blast from the two grenades catches the guards at the back of the line off-guard. Trapped in a confined space the concussive force is too much for them to bear, and the regular, suit-wearing guards collapse and fall halfway down the steps before resting on the ground. The heavily armed guards on the ground are hit as well but not so severely, and are still standing as they regroup. "There they are! Fire!" Several of them unload automatic fire in the direction of the group, but between the cover eating some of the lead and getting lucky, they're still in pretty good shape. Bronze isn't even phased, but even Junkyard only gets winged by a bullet or two; he can feel the blood trickling down the side of his neck, but he's still in good shape.

    Rolls:
    Willpower: 4d6 ⇒ (2, 4, 6, 4) = 16
    Total of 2 net hits.
    Resist: 8d6 ⇒ (5, 5, 4, 2, 5, 5, 2, 5) = 33
    Total of 5S damage.

    Heavy Weapons: 13d6 ⇒ (5, 3, 1, 2, 5, 1, 6, 1, 3, 3, 2, 2, 5) = 39
    Total of 4 hits.
    Resist: 9d6 ⇒ (6, 3, 2, 3, 6, 4, 3, 5, 5) = 37
    Total of 6S damage.

    Heavy Weapon: 13d6 ⇒ (4, 2, 5, 5, 5, 1, 3, 2, 4, 1, 2, 1, 5) = 40
    Total of 4 hits.
    Resist: 13d6 ⇒ (3, 6, 4, 6, 4, 1, 3, 3, 5, 1, 1, 6, 6) = 49
    Total of 8S damage.

    Reaction: 7d6 ⇒ (3, 6, 3, 1, 4, 2, 1) = 20
    Resist; Edge: 26d6 ⇒ (2, 6, 2, 1, 2, 2, 4, 5, 1, 1, 5, 1, 1, 5, 3, 1, 6, 5, 5, 3, 2, 5, 6, 1, 4, 5) = 84
    Edge: 3d6 ⇒ (2, 3, 3) = 8
    Total of 14S damage.

    Resist: 8d6 ⇒ (2, 4, 1, 6, 3, 4, 1, 3) = 24
    Total of 7S damage.
    Resist: 8d6 ⇒ (6, 4, 2, 5, 2, 6, 5, 2) = 32
    Total of 4S damage.
    Resist: 12d6 ⇒ (6, 3, 2, 1, 1, 3, 1, 3, 3, 2, 6, 6) = 37
    Total of 5S damage.
    Resist: 12d6 ⇒ (6, 2, 1, 1, 2, 3, 3, 4, 4, 6, 2, 5) = 39
    Total of 5S damage.

    Automatics: 11d6 ⇒ (1, 5, 5, 4, 4, 6, 6, 1, 4, 5, 4) = 45
    Reaction; Bronze: 6d6 ⇒ (2, 4, 2, 3, 3, 3) = 17
    Total of 5 net hits.
    Resist: 27d6 ⇒ (5, 4, 5, 6, 6, 6, 6, 4, 2, 5, 3, 5, 2, 3, 3, 4, 2, 4, 6, 5, 1, 4, 4, 6, 2, 6, 3) = 112
    Automatics: 11d6 ⇒ (6, 4, 6, 4, 1, 1, 6, 5, 3, 4, 4) = 44
    Reaction; Junkyard: 5d6 ⇒ (5, 3, 2, 4, 2) = 16
    Total of 3 net hits.
    Resist: 17d6 ⇒ (4, 3, 6, 6, 2, 1, 5, 5, 6, 1, 6, 5, 6, 2, 5, 3, 1) = 67

    Junkyard takes 1P damage!

    Michael is up!
    Bronze and Junkyard are up!

    Blue, as a head's up, I changed the rules for Drain somewhat. When a spell's Force is less than or equal to your Magic the drain being resisted is still 1/2 the Force, but when above your Magic attribute it inflicts Drain equal to the Force, +1 for every point of Force above your Magic attribute. In this case, you'd actually be resisting 9 drain normally. Since it's the first time it came up you can keep it the way you did it (no Drain and all), just keep it in mind for the future. All the updated rules are in my house rule document if you want to look at them.


    Male Changeling Elf Shaman | Physical 0/10, Stun 0/11 | Initiative 6, 1 pass | Perception 2 | Counterspelling 9 | High Pain Tolerance (3) | Edge 3/3

    oh hell .. I forgot about that rule. Now that you mention it I remember. I will not forget again, and thanks for being lenient...

    Blue takes advantage of the moment and sprints for the safety of the hallway.


    Male Human Brawler 8/Bard (Archeologist) 2/Slayer 5
    House Rules:

    Alright, between the board outages and such I'm gonna skip us ahead a bit to get us moving again.

    The main group manages to get past the armored guards as they make their descent down to the main floor, and from there they don't have to go far before they're headed through the security hatch to the basement. "Junkyard! Blow the wall!" Derek shouts as they come down the steps behind the guards. Those still alive have formed up behind loading crates and machinery, and have your other teammates fairly well pinned down. Still, the unconscious guards at the foot of the steps serves as evidence as to why they haven't made a push. The armored guards turn when they hear Derek yell, and several of them dive for cover from both directions so they won't be flanked. The team is just at the base of the stairs, and from here it's hard to find good cover; you can head further back into the room and duck behind the crates, or try to remain in the stairwell. Most of the guards remaining wear the heavy body armor, although a few guards in suits remain as well. They're fairly well entrenched between the containers, but if you risk the gunfire you can head around to either side of the room and flank them.

    "Alpha Team, they have engaged us in the basement! Form up and meet us here! We need backup!" One of the men yells, just before he fires off a few rounds that ricochet off the wall behind Bronze. "As soon as you can!" he responds to the person on the other end of the radio, "We'll try and hold them!"

    Bronze, Junkyard, and Michael are up!


    Male Human Adept | Physical 0/11, Stun 2/10 | Initiative 10, 2 passes | Perception 9

    Michael doesn't break stride as he approaches the guards--moving is surviving, as far as he's concerned. He keeps his speed up and dives for cover behind one of the crates, firing a pair of shots as he goes, aiming for one of the guards in a suit.

    First Shot: 13d6 ⇒ (1, 4, 5, 5, 5, 2, 4, 5, 1, 4, 2, 1, 5) = 44 5 hits, 5P base damage
    Second Shot: 13d6 ⇒ (2, 4, 3, 4, 3, 3, 6, 1, 3, 1, 4, 1, 6) = 41 2 hits, 5P base damage


    Male Ork Street Sam. Phys 0/12 \\ Stun 0/10 Perception 10d6, Init: 10, Init Passes: 3

    Seeing Michael come into view, Bronze's grin grows just a bit wider over his tusks.

    "Aight, goons, time ta say bye!"

    Risking the gunfire, Bronze dashes across the room towards the proposed exit point to flank the baddies and support the team.

    He pulls a thermal smoke grenade and switches it to wireless-on mode before reaching cover.

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