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 Witty Grifter Faceman 3 (6,000)

"I did mention the car, didn't I? I think Macomb and Smith should investigate the building across the street. I think we'll be fine just the two of us. See if you can't take out whoever was there and get a vantage point over the building we'll be approaching." Richard begins walking back to the building with the car outside it, "Well, Miss Betterman, we'd best see if they need help..."


She nods. So off the two go again to re-investigate the BMW, I'll be going to write down it's license plate, and check it for signs of trouble, as a concerned, but naive citizen in a foreign land might.


Male Witty Grifter Faceman 3 (6,000)

While Cynthia does that, Richard will knock on the door. "Hello? Is anyone here? I noticed your car was having some trouble and wanted to know if you needed any help with it."


Savage Rifts RotRwT

There is no response at the door. As Cynthia checks that the liquid that is pooling around the exhaust pipe is dark red in color. The car looks to be a rental, considering the contract on the passenger seat and the sticker on the window. The plates are marked as such as well. One detail that sticks out is the fact that the keys are sitting on the driver's seat.

-Posted with Wayfinder


Male Witty Grifter Faceman 3 (6,000)

"Hun, check the name on that contract. I'll look around, see if anyone is home." Richard suggests, putting on the show that you two are a couple.


Male Caucasian Scout 3 Snoop 1

Smith gets out of the van at a darkened intersection and then puts on something local as not to attract attention in the neighborhood from a distance and then he walks purposefully around the corner before the street where the meet is and the watchers are.

He circles from a safe distance from the watcher house and blends in with the wall of a house

Notice 1d20 + 6 ⇒ (9) + 6 = 15 for any clues or a side entrance or if anyone is following me.

Ward I liked your last avatar better...


Savage Rifts RotRwT

No one appears to be following you, Smith. You do note that there is a side entrance to the house with the watchers. On the safe house, other than windows, there are no other portals into it besides the front door. The windows are more or less openings with cloth coverings.

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Male Caucasian Scout 3 Snoop 1

Smith then moves purposefully towards a window and checks with his Gerber for any sort of alarm.

Notice 1d20 + 6 ⇒ (1) + 6 = 7 Well if there is an alarm I am screwed but maybe not

If not finding one he pulls out some duct tape from his kit and tapes a square on the glass about a six inches in diameter and then around it adds another three strips of tape to deafen any sound of the broke glass near where the latches are on the window. Smith then takes out a handkerchief and wraps his hand and adds pressure until hears the dull clink of broken glass. He then uses the extremely sharp edge of his dagger to cut the box of tape and remove it so it leaves area where the glass is sticking to the tape and then he as silently as humanely possible flips the latch and opens the window and climbs through it.

Perception 1d20 + 3 ⇒ (16) + 3 = 19 to hear if anyone heard me climb through the window or break the glass.


" Anyone there?" She comes in close to Richard, "Someone's dead, pretty sure there's a body in the trunk."


Male Witty Grifter Faceman 3 (6,000)

Richard whispers back, "I'm not sure. Let me see if there an opening on the side away from the guy watching us. I'm willing to bet that the man watching us doesn't want us to find that body. Hopefully Smith will take him out and we can check the trunk."

With that, Richard checks the other side of the house. I know I already technically did, but I want to make sure there's a window on the other side, where he hopefully can't see me.


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

Razor waits about 2 minutes after Smith leaves the vehicle watching him get into position. He then exits the vehicle quietly and moves off the road to between house. At this point his rifle is hanging from its sling on his shoulder behind him. He begins to attempt to circle back through the village to gain a view of the safe house and the building in suspect. He looks for a good place to gain an elevation advantage if one presents itself. An abandoned hut roof will suffice.
Perception T20 E3 C15: 1d20 + 1 ⇒ (1) + 1 = 2
if roof or tree available
Climb T19 E1 C30: 1d20 + 9 ⇒ (15) + 9 = 24

If nothing prevents him from getting to his desired viewpoint and up elevation then he will brace his rifle and ready an aim half action on the first non-ally he notices.


Savage Rifts RotRwT

Smith:
You climb into the window with ease, noticing that the glass is probably the cheapest you've ever seen. It makes a small sound, but you don't hear any response from the occupants. You ente the room that seems to be used for a sleeping area. A makeshift cot is on the floor along with a ratty blanket. You can hear voices in the other room, but they are low and muffled, so it is difficult to tell what language they are speaking.

Ward:
You disappear around the side of the building and find a window opening. There is no glass in it, but a cloth covering it is being used as a curtain. Quickly glancing back to the front of the safe house, you can't see the other window across the street, which means that they can't see you either.

Macomb:
You climb to the top of a low roof with ease, but as soon as you reach the top, a gust of wind blows dust in your eyes, causing them to water and sting. All visual Perception checks automatically fail for the next minute as you clear your eyes.

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Male Caucasian Scout 3 Snoop 1

Smith arms himself with his pistol in his left hand and stabilizes it with his right hand under the barrel at the same time having his dagger in an underhand combat grip. (usually see on TV with a flashlight but he has a dagger just in case)

He moves towards the voices sneakily,
Sneak 1d20 + 3 ⇒ (11) + 3 = 14
Notice 1d20 + 6 ⇒ (13) + 6 = 19

If he hears Russian or another Slavic sounding language he moves in to take a shot with his .45


If you'd like me to roll impress or a Distraction attack to help keep whomever is out there's attention, let me know! Otherwise I'll stay out there to ensure they have a target to view.


Savage Rifts RotRwT

unfortunately for Cynthia, she doesn't know exactly what's going on in the house and therefore can't directly involve herself. Yet at least.

Smith:
You creep closer to the doorway that leads to the next room where you hear at least two different voices speaking in Farsi or some other Arabic language. They don't seem excited or distressed. didn't see on your sheet a Forte in middle eastern culture, so wasn't sure if Smith could understand it.

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*nod* I don't even know if they're still looking at me. Guess we'll find out!


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

Damn it not now.
Macomb blinks his eye several times trying to get the dust particles to flush out. In the meantime he gets prone with his rifle pointed in the direction of the front door of the house that Smith entered.
Drop Prone half action, Brace free action (+1 to attack, +2 to initiative)


Male Witty Grifter Faceman 3 (6,000)

Richard climbs through the window. "Cynthia, keep an eye, will you? Unless you'd like to join me."


Male Caucasian Scout 3 Snoop 1

Smith walks into the room with his pistol pointed at the first person he sees and he says, "Uzzit! or how you folks say Hasamalamalaikam, hands on the table! I think we are going to have a mushi kourooma, er chat"

After compliance, he says "Who are you and what are you doing here?"


In her guise as Cynthia Betterman, Natalie gives a concerned look to Richard, as she steps over towards where he is. "I don't exactly like the idea of being out here alone. If there's an abandoned car out here, a luxury model, then maybe we should just report it to what passes as the police." She stays outside near Richard to keep an eye on him.


Savage Rifts RotRwT

Smith:
The two people standing in the room instantly put their hands up as you enter. They look confused at your words, but understand the .45 in your hand well enough. You notice that there is an AK-47 propped against the wall that one of them can't help but to keep glancing at. Roll Initiative please.

Cynthia watches as Richard climbs through the cloth covered window. She hears a thud as his feet hit the hard clay floor.

Ward:
Upon landing, you find yourself in a room that smells of bleach. It seems to have been used as a restroom at some point, judging by the stains on the wall in one corner. You hear nothing but the wind outside. The door to this room is partially open.

Macomb:
You finally clear most of the dust from your eyes, but they still sting. Roll Initiative please.

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Male Caucasian Scout 3 Snoop 1

Init 1d20 + 5 ⇒ (16) + 5 = 21

Intimidate 1d20 ⇒ 7

Smith says "Don't move an inch!"

Any movement towards the kalashnikov gets a man shot 1d20 + 7 ⇒ (20) + 7 = 27 if hit 1d12 ⇒ 5

Do I need to confirm the critical hit?


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

initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Hearing Smith's voice from the building across the street. Macomb's eyes clear up just in time to line them up with his scope. He checks the doors and windows for the first hostile sign.

If my turn in initiative arrives before a hostile makes himself clear I will take ready action to fire on the first hostile appearing.


Male Caucasian Scout 3 Snoop 1

You heard my voice? Through a window...and on the other side of the street... scratching my head...


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

Interpreted an exclamation point as a shout. I can tell you that I can hear my neighbors screaming across the street when they fight and it is through their glass windows. Also the DM called for an initiative roll so I tried to give a reason why I was rolling for initiative. Ignore the hearing part if it was said quietly but excited not vital to my action as I would be taking it anyways.

You don't confirm critical hits in Spycraft you would normally spend at least one action dice to activate the threat to a critical success but some special NPCs have characteristics that require more than 1 action dice. Also this campaign has a quality that reduces the amount required by 1 action dice. Most likely you scored a critical success but we will need the DM to confirm that the guy you were shooting at isn't a special character with the quality that requires multiple AD to critical such as Henchman. The benefits of a critical vary based on the target of the critical. Detailed on page 329.


Male Caucasian Scout 3 Snoop 1

Ok, i did write "says" not shouts or yells, fair enough :)


Male Witty Grifter Faceman 3 (6,000)

Richard searches the room Search: 1d20 + 9 ⇒ (11) + 9 = 20 "Cynthia, you're welcome to come in. I just think that these people could use some help is all. No need to call the police if we're being friendly."


She climbs in the window, to assess the room as well, "Well, part of me keeps saying we're going to find some sort of boobytrap..."


Savage Rifts RotRwT

I will usually denote when a special character appears within game. . That said, the current initiative is as follows:

Macomb
Smith
Badguy1
Badguy2
Badguy3

Ward and Burns are not yet in the combat.

Macomb:
You ready your weapon, keeping a close eye on the building Smith is in. For a moment, nothing happens, but then a man comes running out, assault rifle in hand. Take the shot?

Smith:
You suddenly hear a noise coming from another room and the two with you decide to use that momentary distraction to take action. One of them dives for the AK, but your practiced trigger finger is faster. The shot hits him square in the chest, dropping him. The other one dives to the ground, pulling a shotgun out from underneath a pile of cloth and levels it at you.

In the safe house:
As you explore the room, you notice that whoever cleaned up didn't do that well of a job, considering you find a splatter of blood on the floor and a couple of shell casings lying in some rubble. Just as you go to examine them, you hear a shot outside.

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Male Witty Grifter Faceman 3 (6,000)

Richard runs to the window, "Cynthia, they sound distracted. Go check inside the car, including the trunk. I'll keep searching here."

Richard moves to a new room and searches Search: 1d20 + 9 ⇒ (12) + 9 = 21


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

As Macomb watches through his scope patiently the door bursts open and as soon as Macomb sees the assault rifle he pulls the trigger.
braced rifle attack t 20 e 2: 1d20 + 9 ⇒ (5) + 9 = 14
damage if hit: 4d4 ⇒ (4, 2, 3, 2) = 11
This was a ready action so my initiative falls to right after bad guy in the door.


Male Caucasian Scout 3 Snoop 1

I would think it is round 2, Macomb goes before me but I will post what I am going to do

Smith shoots the man with the shotgun 1d20 + 7 ⇒ (2) + 7 = 9 if hit 1d12 ⇒ 10 and shoots twice 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 if hits 1d12 ⇒ 6

I would think that a semiautomatic pistol can show more than once in a round, counted it as a final attack... if I am wrong scratch that shot...


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

Typically you would be making to half action Standard Attacks there so no problem. I don't believe that Spycraft does the -2 for your second attack as per D&D or PF. Also I think you'll initiative is first as my initiative count falls to behind badguy? the one who walked through the door as a result of my Ready Action. So I think new order is Smith Bad Guy Bad Guy (if not dead by Macomb) Macomb


Female Human Advocate 2/ Martial Artist 1 20/20 Vit 11 HP

"I'll go, but if help is needed, I'm giving it."

Natalie moves to return to the vehicle, but first she's going to take cover behind the car, and ascertain the situation with that gunshot.


Savage Rifts RotRwT

Okay... Now that the holidays are almost over, back to the war. I mean... preventing of war.. or whatever. :-) Anyway, here is what happened for initiative: Both Smith and Macomb readied to shoot until after the bad guys moved. The bad guys turns came up and mostly they acted simultaneously. Just to keep the flow going instead of waiting for Macomb to roll his shot, I delayed the arival of the third man outside for a split second. Here is the current Initiative. Remember that Cynthia and Richard are not yet in the combat.

Badguy 1-outside
Macomb
Badguy 2-down
Smith
Badguy 3

Ward:
Another shot rings outside as you check the next room. This one looks like it might have held something important, but whatever it was has been burned. Scorch marks all over the floor and walls signify this. The ashes tell you that it has been some time since it happened.

Macomb:
Your steadied hand squeezes the trigger and your eyes attempt to follow the round as it flies towards your target. It hits him, but only manages to wing his shoulder, causing a cry of pain. He stumbles a bit, but his AK-47 still manages to fire a few rounds in your direction, sending shards of debris towards you. You take 10 vitality points.

Smith:
As the other man goes to shoot, your gun barks first, once, then twice. The first shot goes wide, but the second nails him in the leg, wounding him, but not putting him down. In frustration, he fires back, sending a spray of 00 Buckshot in your direction. You manage to move out of the way of the main blast, but it spreads enough to have several pellets wing you. Take 10 Vitality Damage. You can shoot twice in a round with a weapon, but it penalizes initiative. I don't believe you have a feat for Final Attacks, which could theoretically give you three attacks.

Cynthia runs towards the car and takes cover behind it. A shot sounds off and is followed by the staccato of automatic fire and then more potshots follow.

Macomb, I need your action for this round and then this round will be done. Then I will update the fluid initiative for next round and place Cynthia in the combat with an Initiative roll from her.


Male Witty Grifter Faceman 3 (6,000)

Richard searches the rest of the house for clues.


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

Macomb ignores the momentary sting of the concrete debris striking his exposed skin. Concentrates and lets off 2 more shots at the man with the AK-47.
Half Action Standard Attack Half Action Standard Attack

Attack 1 Braced Rifle Shot t20 e2: 1d20 + 9 ⇒ (12) + 9 = 21
damage if hit: 4d4 ⇒ (4, 4, 1, 4) = 13

Attack 2 Braced Rifle Shot t20 e2: 1d20 + 9 ⇒ (9) + 9 = 18
damage if hit: 4d4 ⇒ (2, 2, 4, 1) = 9

If first attack drops the guy then 2nd half action will be to stand up if I see no more enemies.


Female Human Advocate 2/ Martial Artist 1 20/20 Vit 11 HP

Inish 1d20 + 4 ⇒ (8) + 4 = 12


Savage Rifts RotRwT

Macomb's shot neatly pierces his targets throat and severs the cervical vertebrae, killing him instantly. As you stand up, you can see Cynthia over by the car crouching down.

round 2 initiative
Macomb
Smith
Badguy3
Cynthia

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Male Caucasian Scout 3 Snoop 1

If bad guy 3 is shootable for me I will take the shot(s)

1d20 + 7 ⇒ (7) + 7 = 14 if hits 1d12 ⇒ 10

2nd 1d20 + 7 ⇒ (19) + 7 = 26 if hits 1d12 ⇒ 12 On a colt .45 19 is also a crit, yay!!!


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

Macomb looking over the side of the roof sees "Cynthia" crouching behind the car. He decides the best thing he can do at this point is to join her and Ward in case more guys pour out of the building.

[occ] If the building he is on is one story tall he will jump off the building and move to behind the car next Natalie. If higher than that he will climb down the way he got up. Making both rolls. [/occ]

Option 1 Jump Off Building c20 t20 e1 : 1d20 + 5 ⇒ (16) + 5 = 21

Option 2 Climb down Building c30 t19 e1: 1d20 + 9 ⇒ (15) + 9 = 24

[ooc] The other half action will be move to get near Cynthia's location [/occ]


Savage Rifts RotRwT

Smith:
before the man is able to fire his second load of shotgun shells, you put two rounds in his chest dropping him immediately.

Macomb climbs down and makes his way over to Cynthia, who was still hiding behind the car. Both of you hear more gunshots coming from the house.

Ward:
You search the rest of the house, you find nothing else of interest other than garbage and trash strewn all about the place.

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Male Caucasian Scout 3 Snoop 1

Smith searches the bodies for clues and the such doing it thoroughly, id, weapons, papers you name it.

Take 10 on notice. +6 = 16

He then grabs the shotgun and the ak, holstering his .45 and sheathing his Gerber, slinging the shotgun on his back and then proceeds to pull back the charging handle on the Soviet made assault rifle jamming a 7.62mm round into the chamber, with the ease of a well-oiled machine flicks the rifle off of safe and into the center full auto position with his left thumb, Smith is indeed left-handed.

He shouts from his building "Clear!!!!"


With her hand going for her self-defense pistol, Natalie looks over towards Johnny. "Problems, I take it? Pretty sure there's a body in this limo, you know enough about cars to jimmy it open?"
I believe it was locked, right? If not, I guess Natalie is assuming...

She moves towards Timothy's position, taking advantage of cover as she goes just in case there was another surprise waiting.


Savage Rifts RotRwT

you hadn't checked to see if the trunk was locked yet, but it is.

After the dust settles, there seems to be no one else to jump out at you. There is however a very dead body laying in the road.

Cynthia arrives to find Smith searching two bodies that have large caliber holes in them. Smith says nothing as he goes through their pockets and clothes and only comes up with a handful of rupees.

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'Cynthia' eyes Timothy for a moment. "Not hit?", then nods once, "Any idea who they were? Actually let's put a pin in that until we get that corpse out of the road, lend a hand?"

Anyone think it'd be improper to take the limo with body in the trunk, and find a safe spot to give it the twice over?


Male Witty Grifter Faceman 3 (6,000)

Richard pulls out his gun and runs to meet Smith and Cynthia, but notices a dead body in the road. He drags it to behind the car for cover and searches it.


Male Caucasian Scout 3 Snoop 1

Smith says "I got a pellet or two in me from the shotgun blast. I should be ok. "

He grabs some lose cloth to tie off his wounds.

He continues "Not a clue, really, I walked in, wanting to speak with these guys and well one dove for the Kalashnikov and the other for the shotgun. Killed the one outright and I had to put three in the other. We are on War rules from hereon in"

Smith continues searching the room for any clues.


Female Human Advocate 2/ Martial Artist 1 20/20 Vit 11 HP

She gives a grim nod, "Yeah...okay."

Natalie joins Timothy in searching the room for possible evidence about who these people were.


Savage Rifts RotRwT

Outside, the persona of Richard goes over the body of the man now laying behind the car. His pockets only contain a handful of rupees and a spare magazine for his rifle.

Inside, Smith and Cynthia look around the room that the gun men formerly occupied. The thing that seems to stand out most is the fact that there is a lot of camera equipment here. A tripod with a still camera and zoom lens, an 8mm Roll Camera, several rolls of film in containers, etc. Also found is the remains of their lunch, a couple plates of korma. Though they were wearing pants and button shirts, a copy of the Koran lies open near the food. A few AK magazines and a small pile of 12 gauge shells lie in a pile underneath a pillow on one of the make shift sleeping areas. Otherwise, the place looks as if it was not meant for permanent residence.

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