Operation Typhoon- SpyCraft2 (Inactive)

Game Master Shadow Bloodmoon

CIA SAD operations in 1980's Afghanistan during the Soviet occupation

Warehouse Map


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Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

If Mac ran to the Northeast corner of this building would he have a clean shot at the group of three soldiers?


Savage Rifts RotRwT

Yes, distance would be 120 ft.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Mac quickly moved to the Northeast corner of the building to see if he had a clear line of fire to any targets. On his arrival he noted 3 people standing outside a door and about to enter. He took a deep breath and pulled the trigger letting loose a three round burst. Followed by a second three round burst.

Mechanics:

1st Half Action Move
Final Attack from Mobile Offense
2nd Half Action 3rd Burst Standard Attack
Attack1: 1d20 + 8 ⇒ (12) + 8 = 20
Dam1a: 4d4 ⇒ (3, 1, 2, 1) = 7Dam1b: 4d4 ⇒ (1, 4, 2, 3) = 10Dam1c: 4d4 ⇒ (2, 2, 2, 1) = 7
Attack2: 1d20 + 8 ⇒ (8) + 8 = 16
Dam2a: 4d4 ⇒ (4, 3, 2, 3) = 12Dam2b: 4d4 ⇒ (1, 2, 2, 4) = 9Dam2c: 4d4 ⇒ (1, 4, 1, 2) = 8
shots have AP3 and are at same target unless the first burst kills the first target.


Savage Rifts RotRwT

GC Rolls:

Gunman Dmg Sv v. DC 17: 1d20 + 9 ⇒ (20) + 9 = 29
Gunman Dmg Sv v. DC 20: 1d20 + 9 ⇒ (19) + 9 = 28
Gunman Dmg Sv v. DC 24: 1d20 + 9 ⇒ (1) + 9 = 10
Gunman Burst v. Def13+4: 1d20 + 2 + 1 + 1 + 1 ⇒ (4) + 2 + 1 + 1 + 1 = 9

Mac opens fire on the cluster of men near the door, his rounds shredding armor as fast as he can pull the trigger, but it takes all of them to put down one of the men.

The two running towards the building quickly change direction and go to the side of it to avoid being hit by Mac's assault.

Inside, with a fresh magazine, the last soldier takes aim at Smith and spends some rounds spraying splinters into Smith's face, but that is all.

Initiative Round 6
Gunman (Inside, Aim, Brace, ACS, Half Cover +4, 30/30M4) 19
Gunmen x2 (Outside, Running, ACS, 30/30M5) 18
Smith (Inside, Half Cover +4, 11 VP taken, 1 Successful Morale Save) 15 <--- Here
Gunmen x2 (Outside, ACS, 30/30M5) 15
Majors 11
EliseBot (Outside, Next to Door) 8
Macomb (1 SubDmg) 6

Smith is up!!


Male Caucasian Scout 3 Snoop 1

Smith fires another 3rd burst, aim, brace 1d20 + 9 + 1 + 1 ⇒ (11) + 9 + 1 + 1 = 22 if hitting 3d6 ⇒ (4, 5, 2) = 11, 3d6 ⇒ (5, 6, 2) = 13, 3d6 ⇒ (6, 3, 5) = 14

If he is not dead after first burst, he unleashes the second.

And again 3rd burst, aim, brace 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19 3d6 ⇒ (2, 4, 1) = 7, 3d6 ⇒ (3, 1, 3) = 7, 3d6 ⇒ (5, 3, 1) = 9

If man is dead, Smith will tie a tourniquet on Majors leg. If he can in this round if not, just for the magazine count... 31 -15=16, -6 =10 rounds left


Savage Rifts RotRwT

GC Rolls:

Gunman Dmg Sv v. DC 12: 1d20 + 9 ⇒ (2) + 9 = 11

Smith drops the last of the men inside unceremoniously and moves to check on Majors...

As he does so, he hears activity at the other entrance as more men move in. At the same time, he spies Elise coming in from the other door.

You'll be able to get back to him next round and look him over.

Initiative Round 6
Gunmen x2 (Outside, Running, ACS, 30/30M5) 18
Smith (Inside, Half Cover +4, 11 VP taken, 1 Successful Morale Save) 15
Gunmen x2 (Inside, Half Cover +4, ACS, 30/30M5) 15
Majors 11
EliseBot (Inside, +4 Half Cover) 8
Macomb (1 SubDmg) 6 <--- Here

Mac is up!!


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb winces as he sees his previous target drop lack a sack of potatoes. No time to mourn the loss of life and the stain on his soul. His team was in danger. He pulled the trigger again letting loose two quick bursts of fire towards the soldiers outside.

Mechanics:

Attack1: 1d20 + 8 ⇒ (4) + 8 = 12
Dam1a: 3d4 ⇒ (2, 4, 1) = 7Dam1b: 3d4 ⇒ (4, 4, 4) = 12Dam1c: 3d4 ⇒ (1, 3, 4) = 8
Attack2: 1d20 + 8 ⇒ (9) + 8 = 17
Dam2a: 3d4 ⇒ (1, 3, 1) = 5Dam2b: 3d4 ⇒ (2, 4, 1) = 7Dam2c: 3d4 ⇒ (4, 2, 2) = 8


Male Caucasian Scout 3 Snoop 1

your rifle does 4d4 buddy


Savage Rifts RotRwT

Wouldn't help anyway, he missed, but just barely. More specifically, didn't get through the cover. Now they are inside and the ones around the corner are out of sight for the moment..

Initiative Round 7
Gunman (Outside, 3/4 Cover, Brace, Aim, ACS, 30/30M5) 20
Gunman (Outside, Full Cover, ACS, 30/30M5) 18
Smith (Inside, Half Cover +4, 11 VP taken, 1 Successful Morale Save) 15 <--- Here
Gunmen x2 (Inside, Half Cover +4, ACS, 30/30M5) 15
Majors 11
EliseBot (Inside, +4 Half Cover) 8
Macomb (1 SubDmg) 6

Smith is up!! Are you still moving to check on Majors? You'll need to Move to him and make a full round Medicine/Stabilize check, DC 15.


Male Caucasian Scout 3 Snoop 1

Hearing the door open Smith unleashes a 3rd burst at the closest enemy 1d20 + 9 ⇒ (16) + 9 = 25 if hits 3d6 ⇒ (3, 5, 2) = 10, 3d6 ⇒ (3, 1, 4) = 8. 3d6 ⇒ (5, 3, 1) = 9

and does it again 1d20 + 9 ⇒ (10) + 9 = 19 if hits 3d6 ⇒ (5, 3, 5) = 13 3d6 ⇒ (4, 3, 1) = 8, 3d6 ⇒ (6, 5, 3) = 14


Savage Rifts RotRwT

Not sure if you can see the map, but Smith has no one in line of sight at the moment. He would have to move first... I'll take your first roll still if you want to move and fire.


Male Caucasian Scout 3 Snoop 1

Sure move and fire.


Savage Rifts RotRwT

GC Rolls:

Teal Gunman Dmg Sv v. DC 11: 1d20 + 9 ⇒ (13) + 9 = 22
Teal Gunman Dmg Sv v. DC 12: 1d20 + 9 ⇒ (14) + 9 = 23
Teal Gunman Burst at Smith v. Def 13+6: 1d20 + 2 + 1 + 1 ⇒ (17) + 2 + 1 + 1 = 21
Teal Gunman Damage: 2d8 + 1 - 5 ⇒ (7, 7) + 1 - 5 = 10
EliseBot SS at Teal Gunman v. Def 13+6: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9

Smith takes cover behind a stack of crates and lets loose with another quick burst from his weapon and hitting the gunman behind the crates, but it seems the wood and his armor slowed down the rounds. His target returns fire, catching him in the shoulder. Elise attempts to get his attention by firing a shot, but only managing to get him to duck further behind cover.

Initiative Round 7
Gunman (Green, 3/4 Cover +6, Brace, Aim, ACS, 30/30M5) 20
Gunman (Red, Full Cover +8, ACS, 30/30M5) 18
Gunman (Teal, 3/4 Cover +6, Brace, ACS, 27/30M5, 4 dmg) 16
Gunman (Light Green, 3/4 Cover +6, Brace, ACS, 30/30M5) 16
Smith (Inside, 3/4 +6, 21 VP taken, 1 Successful Morale Save, 7/30Mx) 15
Majors 11
EliseBot (Inside, +6 3/4 Cover, 29/30M3) 8
Macomb (1 SubDmg, Outside, add 115ft from map, 3/4 cover +6, 28/40M4) 6 <--- Here

Mac is up!! Smith, you've taken another 10 VP, you only have 11 left...


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Does Macomb have a shot at anyone or are they all in the building? Most likely he will jump and run towards the building this turn. Taking the run action allows for 120' of movement with up to 3 90 degree turns for me because of Combat Mobility. Will you let me forfeit 2 turns for a jump action in the middle. Willing to say that if I fail the jump action that the movement stops.


Savage Rifts RotRwT

You have a shot at the one peeking around the corner at you. He is at 185 ft and has 3/4 cover. If you still want to move, jumping down the 20 ft is equivalent to the Falling action, which is free. DC20 Acrobatics/Falling, reduces Fall: 2d6 ⇒ (4, 4) = 8 damage by 1/4 your result, minimum 2 AP2.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Ok thanks for the info. I'll play it out in character.
Macomb seeing only a single target and hearing several bursts of fire from the building decides to spring into action. He mutters a curse to himself as he flings himself off the buildings roof gracefully landing on the ground 20' below. Ignoring his hands which scrapped the ground slightly as he pushed himself forward sprinting 60'increasing his angle at taking a shot at the one target he had available. However when raising the gun up to take the shot he finally felt the scrape and it distracted him enough that his shots fired wide of their target.

Mechanics:

Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23 2VP down
Then taking Total Defense Action which because of Combat Mobility allows me to move 60' when taking a Standard Move action.
Mobile Offense allows a final attack when taking a Standard Move action.
FinalAttkBurst: 1d20 + 8 ⇒ (3) + 8 = 11
DamA: 4d4 ⇒ (2, 4, 3, 4) = 13DamB: 4d4 ⇒ (3, 1, 2, 4) = 10DamC: 4d4 ⇒ (4, 1, 3, 1) = 9
These have AP3. Also not sure if by swinging to the north I reduced his cover or not. Also Total Defense provides a +4 to Defense this round.


Savage Rifts RotRwT

Mac leaps off the building and lands, rolling out of the fall with an umph, but quickly recovers and bolts left, sending a few rounds towards the gunman behind the building. They go wide however and the gunman returns fire with a few bursts from his weapon, catching Mac in the leg.

Inside, the firefight continues, rounds being exchanged and hitting mostly boxes and crates. One of the men runs around the corner to Smith and attempts to kick him off the railing, but while it connects, Smith's armor absorbs the impact.

GC Rolls:

Burst at Mac v. Def 18: 1d20 + 2 + 1 + 1 ⇒ (19) + 2 + 1 + 1 = 23
Two Hits: 2d8 + 1 - 6 ⇒ (2, 8) + 1 - 6 = 52d8 + 1 - 6 ⇒ (2, 4) + 1 - 6 = 1
Burst at Mac v. Def 18: 1d20 + 2 + 1 + 1 ⇒ (9) + 2 + 1 + 1 = 13
Red Gunman Sneak/Hide: 1d20 - 4 ⇒ (20) - 4 = 16
Elise Notice/Awareness: 1d20 + 8 - 4 - 4 - 6 ⇒ (9) + 8 - 4 - 4 - 6 = 3
Smith Notice/Awareness: 1d20 + 7 - 4 - 4 - 6 ⇒ (3) + 7 - 4 - 4 - 6 = -4
Teal Gunman Aimed Burst at Elise v. Def 23: 1d20 + 2 + 1 + 1 + 1 ⇒ (13) + 2 + 1 + 1 + 1 = 18
Lt Grn Gunman Kick Smith v. Def 13: 1d20 + 2 ⇒ (13) + 2 = 15

Initiative Round 8
Gunman (Green, 3/4 Cover +6, Brace, ACS, 24/30M5) 20
Gunman (Red, 3/4 cover +6, Hidden, ACS, 30/30M5) 18
Gunman (Teal, 3/4 Cover +6, Brace, Aim, ACS, 24/30M5, 4 dmg) 17
Smith (3/4 cover +6, 21 VP taken, 1 Successful Morale Save, 7/30Mx) 15 <---Here
Gunman (Light Green, ACS, 30/30M5) 14
Majors 11
EliseBot (+6 3/4 Cover, 29/30M3) 8
Macomb (1 SubDmg, 6 VP Taken, Outside, add 55 ft from map, Total Defense +4, 25/40M4) 6

Smith is up!!


Male Caucasian Scout 3 Snoop 1

Smith fires a 3rd round burst into the man in front of him 1d20 + 9 ⇒ (20) + 9 = 29 if hits 3d6 ⇒ (5, 5, 1) = 11, 3d6 ⇒ (4, 2, 3) = 9, 3d6 ⇒ (4, 1, 3) = 8

and another 1d20 + 9 ⇒ (14) + 9 = 23 if hits 3d6 ⇒ (1, 3, 5) = 9, 3d6 ⇒ (1, 3, 3) = 7, 3d6 ⇒ (6, 4, 2) = 12

Smith calls out to the remaining man, "I done slotted the lot of you, you may consider giving up now!!!! You are surrounded!"


Savage Rifts RotRwT

Subtracting 8 for being in melee with the guy, but still that's a Nat20, which means he goes down instantly...

GC Rolls:

EliseBot SS at Teal v. Def 19: 1d20 + 4 + 1 - 1 ⇒ (6) + 4 + 1 - 1 = 10

The gunman attacking Smith immediately regrets his decision as he is filled with lead from Smith's AK-47. Elise takes advantage of the moment and fires a shot at the other one by the doors, but only causes him to stay under cover. He doesn't reply to Smith.

Initiative Round 8
Gunman (Green, 3/4 Cover +6, Brace, ACS, 24/30M5) 20
Gunman (Red, 3/4 cover +6, Hidden, ACS, 30/30M5) 18
Gunman (Teal, 3/4 Cover +6, Brace, Aim, ACS, 24/30M5, 4 dmg) 17
Smith (3/4 cover +6, 21 VP taken, 1 Successful Morale Save, 1/30Mx) 15
Majors 11
EliseBot (+6 3/4 Cover, Brace, 28/30M3) 8
Macomb (1 SubDmg, 6 VP Taken, Outside, add 55 ft from map, Total Defense +4, 25/40M4) 6 <--- Here

Mac is up!!


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb continues to move forward closing the gap before firing off a burst of fire at short range.

Mechanics:

Macomb takes the Total Defense action again which allows for 60' of movement and a final attack. He would move in such a way to eliminate as much cover from his target as possible.
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
DamA: 4d4 ⇒ (1, 1, 3, 3) = 8DamB: 4d4 ⇒ (3, 2, 2, 1) = 8DamC: 4d4 ⇒ (1, 3, 3, 2) = 9

Can you position Macomb where he would be if he moved 60' to get a clear shot on his target.


Savage Rifts RotRwT

GC Rolls:

Gunman Dmg Sv v. DC 12: 1d20 + 9 - 3 ⇒ (10) + 9 - 3 = 16
Gunman Dmg Sv v. DC 14: 1d20 + 9 - 3 ⇒ (5) + 9 - 3 = 11

Mac runs forward, exchanging fire with the gunman outside and dropping him to the ground.

Deciding that they are dealing with professionals, the remaining two gunmen inside hold up their weapons in surrender. Elise quickly moves to disarm both of them.

Mac, there are no more enemies outside at the moment, but you hear the sound of sirens in the distance.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Mac runs to the warehouse to check on the other members of his team.
Relieved to see both of them alive he shouts.
Sirens we need to disappear quickly. Back in the sewer system. Sorry Elise.
Looking around he notices Majors slumped over.
Smith can you carry the jerk or is he able to walk?


Male Caucasian Scout 3 Snoop 1

Smith says, "I will carry him, Elise can you try to grab the documents I saw in the office and off the crates."

He first slams home another magazine into his Kalashnikov and then grabs Majors and says, "You should have come quietly."


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Also we need to tie these two up or they may try to take us from behind.
Razor gets duct tape from his pack and begins to secure the two surrendered soldiers.


Savage Rifts RotRwT

Elise goes for the documents as Mac ties the two remaining men up with duct tape. Majors' unconscious body is heavy on Smith's shoulders, but at least he can still hear him breathing.

As all of you beat feet to the sewer entrance, you are just able to close it as several Kabul local law enforcement cars and a Soviet Gaz Truck pulls up. You hear men barking orders at each other, but you are moving farther away quickly. Eventually, the sounds of the police fade and you are long gone...

Well done guys! Other than some heavy hits, you guys survived a tough encounter... Now, what to do with Majors...


Male Caucasian Scout 3 Snoop 1

INterrogation and then we drop him off where we were supposed to at the beginning. Thats what stumpy gets. :)


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

He definitely owes us some answers. Not sure about dropping him off just yet. Maybe we can have him tied up and under Elise guard? We are pretty far of the approved sanctioned CIA mission at this point.


Savage Rifts RotRwT

Whenever you're ready to start the interrogation, tell me your approach and we'll start the challenge... Starting Lead is 7, you guys can make a co-op Intimidate using either Wis or Str, depending on your tactics.. before all that, where are you taking him to perform the questioning? That and you might want to see about his wounds..


Male Caucasian Scout 3 Snoop 1

Find a hut just across the border and then lay into him.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb tries to administer first aid to Majors once they are in the clear.
FirstAid: 1d20 + 2 ⇒ (9) + 2 = 11
Agree that we are taking him just across the border. Cave or abandoned hut.


Savage Rifts RotRwT

Elise has First Aid and will help.. handwaiving border crossing since you had papers this time.

You make your way as quickly as you can, spending approximately four hours driving to the border of Pakistan and Afghanistan. Crossing the border through Torkham goes smoothly enough, as it is late at night and the border guards do not seem as concerned this far north and the Soviet presence here is thick, emphasized by the many T-64s and BTR-60s and Gaz trucks you see all along the highway.

Once outside of Torkham, you take a side road and find an abandoned junk shack. This seems the perfect place to question Majors...


Male Caucasian Scout 3 Snoop 1

Could Elise have done a medical check on me on the way?


Savage Rifts RotRwT

yep, you heal your level in VP

-Posted with Wayfinder


Male Caucasian Scout 3 Snoop 1

After they finally get to a place of relative safety and even though Majors has been blinking in and out of consciousness during their whole ride across the border.
Smith first peruses the documents that Elise had grabbedWhat do they say?

Smith takes a cup of water and splashes it into Majors' face and says, "Wakey, Wakey... cough noise... Majors my friends, I hate to break it to you but you are in dire straits now."


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb takes the stack of papers from Smith and flips through them deliberately showing a disinterest in what Smith is doing to Majors.


Savage Rifts RotRwT

The documents seem to be a shipping manifest, most of which seems legitimate: food stuffs, linens, medical supplies, etc. Some of the other stuff look to be orders to take the 'gifts' to 'location Golf 21' and await further instructions. All of these things are written in the Pashto language.

What is your Interrogation Strategy for the First Round? Also need to roll Intimidate... Looks like Smith has Waiting Game and Goad available..


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb has a +2 Will save and Smith has a +4. So doesn't Smith also have Bad Cop strategy which allows for Lead advantage.


Male Caucasian Scout 3 Snoop 1

When Smith is ready, he awakens Majors from his slumber by gently scraping his wound with the eraser of his pencil and says, "Well Majors, misjudging our skillset seems to be a common occurrence on your part and it and we eliminated your entire entourage. SO why don't you come clean, tell me who you are working for? It sure as hell ain't our side." all the while knowing the soft scrape hurts more than the hard jab.

1d20 + 4 ⇒ (13) + 4 = 17 Bad Cop


Savage Rifts RotRwT

Hmm, it says Base Will Save, I presume that means before Attribute Modifiers, but as I read it again and from last time we used these rules, it looks like you are right.

Majors Waiting Game: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 14

Majors grimaces against the pain as he is awoken with Smith's 'gentle nudge', but he keeps his mouth shut.

Win by 3, Lead or Stress?


Male Caucasian Scout 3 Snoop 1

Mac didn't add his rolls to help. He knows what is better more than I. What do you suggest Mac?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Not sure if I can aid this or not. But I think this roll is an intimidate check not just a will save. Not sure what your intimidate skill is at because it isn't listed. This is Strength modifier though so at least a +1. I also see now it could be Wisdom Modifier which is +3. I also only count 29 skill points instead of the 30 you should have. Resolve gives a synergy bonus to Intimidate if you have 4 ranks. Also not sure if the -4 to Majors came from No hope of rescue or not but maybe a -2 to could be applied as well for threat of violence for the eraser on the injury bit.
Intimidation: 1d20 + 9 ⇒ (10) + 9 = 19
Really Majors. What ever you had planned for those two ladies you delivered to that pile of corpse. Macomb gets down in front of Majors' face and continues quietly. We can be a whole lot worse.

Ok so Razor adds a +1 to the check. It seems funny like Smith has the Will Save but not the intimidation skill and Razor has the skill but not the Will Save. If we only get one success I think we want to go lead. Two will be one of each. Three will be lead twice. Once we get the lead down a bit we can try to get some slip advantages to increase our options.


Savage Rifts RotRwT

Majors turns his face away from Macomb, but stays quiet.

I figured Smith using the +3 Wisdom and+1 for Elise standing there looking tough.. The -4 to Majors is from No Hope, and threat of violence has to be at least 5 pts of damage worth to count. I had actually considered it, but right now, it's a mind game... Either way, you guys bring the Lead down to 6 and with Mac's help, that would also give you Stress: 1d4 ⇒ 3 on Majors. I'll allow the threat of violence on the next round. Strategy and Rolls please...


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

I think we need to go with the same strategy as our options are quite weak right now. Guess who needs to pick up a Will Save boost feat. <--- This guy

Majors I can wait as long as it takes. But Smith isn't known for his patience in this matters. You might want to talk before he starts making that difficult for you by breaking a jaw or something.

AidIntimidate: 1d20 + 9 ⇒ (1) + 9 = 10


Male Caucasian Scout 3 Snoop 1

Smith jabs majors quickly in the ribs with an elbow and says, "You best give me the information about who you really work for, who were those Romanian/Moldovan soldiers and why did you pull a weapon on Macomb?"

1d20 + 4 + 3 + 1 ⇒ (4) + 4 + 3 + 1 = 12.. Will Save, Wisdom, Elise...


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

You don't add your Will Save. This is an intimidation check which uses the Wisdom modifier. You would get a +1 bonus from Elise and +1 for my cooperation DC 10. If you had ranks in Intimidation skill they would also help. Your high Will Save is important though as Will Save determines which strategies can be picked. Anyhoo we need a terrible roll from Majors or he is getting a lot of advantages.
our result I think is a 9.


Savage Rifts RotRwT

Actually the Co-Op DC is 15 in SpyCraft... Either way, it doesn't look good this turn. Let's see how Majors does.

Majors I'm No Rat, No escape, threat of violence: 1d20 + 5 - 4 - 4 - 2 ⇒ (19) + 5 - 4 - 4 - 2 = 14

Majors finally chooses to speak, choosing his words carefully, a wry smile appearing on his face. "I told you, I work for the Company. They worked for the Company and you and Mac only seem to listen to reason when a weapon is pointed in your direction. That's all your getting from me. You may as well let me go and maybe you won't lose your jobs."

Lead to 7...


Male Caucasian Scout 3 Snoop 1

Smith laughs and an evil smile says, "If you value your life, you will tell us the truth because I what you have been telling us is a complete fabrication and we have the documents to prove it. The truth is Majors, no one knows you are here. The fact you have disappeared will be assumed that you had gone rogue and were killed by the Russians."

Smith pauses, brandishes his .45, cocks back the hammer and says, "To quote Aeschylus, 'Έχω μάθει να μισώ όλους τους προδότες και δεν υπάρχει ασθένεια που φτύνω περισσότερο από την προδοσία.'


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

That doesn't explain why you forced us to deliver the ladies to the warehouse. What did you have planned for them man? Since when were you a killer of women and children?
IntimidationDC15: 1d20 + 9 ⇒ (20) + 9 = 29
Natural 20 per rules I think that's a +2 bonus I provide.


Male Caucasian Scout 3 Snoop 1

Forgot my roll

Aid 1d20 + 4 ⇒ (10) + 4 = 14


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

hmm I think both of us thought the other was leading that. Not sure what you want to do DM. If I am leading this round I would have probably chosen Waiting Game strategy with all advantages going towards Stress. So that would be a 29. Unless I am misreading the word alternate skill check and there is a choice between that skill and Intimidate. I am reading it as it needs to be that listed skill.
If Smith is leading as in last round I am guessing that we went with the same strategy as before and he has a 16 result with Lead and Stress as possible advantages. Also if we determine that I led this round a natural 20 provides a lead shift advantage.

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