10-27-2022, 10:01 AM | #1641 | |
Join Date: Nov 2016
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Re: DreadStormers [IC]
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Let’s say the hall is the “===” and that each number in brackets represents block/room. Are you saying that enemies are, for example, in blocks [01] and [08]? _____ [01] [02] [04] [05] [06] ======================= [07] [08] [09] [10] [11] [12] And, regarding the doors, what I would like to understand is whether [01] and the rest of the blocks have only one door, or if there are other doors that enemies could use to escape.
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10-27-2022, 10:23 AM | #1642 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
The grey squares, to be specific. Golden squares are solid power conduits. Or on deck 2 they are storage cells, but you're not on deck 2. There is a single door into each block like [01], and the enemies are in blocks like [01] and [08], or [04] and [10].
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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10-27-2022, 04:46 PM | #1643 |
Join Date: Jan 2014
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Re: DreadStormers [IC]
I make a remark about them splitting into a surrender mess and resistance mess. I send half the guards back and have the other half get to work ziptieing and dragging off this mess (Deck 19 like the others). Let's take care of these messes before handling whoever's still at work.
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10-30-2022, 12:00 AM | #1644 | |
Join Date: Nov 2016
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Re: DreadStormers [IC]
Quote:
Pacifica tells her team to get ready for action. First, they will wait for 5 minutes and do some observation checks to perceive enemy movement. Pacifica: Observation (14) 9. She and the stealthiest crewman of her team will move first, from the direction that doesn't allow the enemy seeing them coming through the threshold. Pacifica: Displacement (14-2) 10, Stealth (15+4) 14. The rest will also do stealth. Pacifica and the stealthy crewman will quietly and quickly lock one of the doors, each. (I would like to call for danger sense and exposition sense to pick the door that proves the safest to lock). If the enemies charge, the remaining 4 crewmen will be within 3 yards of range from the doors (they get this close using stealth), 2 people pointing at each door with their guns. This distance is enough to eliminate range penalties and if somebody needs help locking a door, the crewmen could also charge and help (instead of shooting). The priority is not to shoot. But if enemies get out, then they shoot. The "gunners" are approaching from a direction that doesn't allow the doors to serve as cover for the enemies.
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10-31-2022, 09:08 AM | #1645 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
They detain and zip tie the prisoners. Quote:
Are you extending your displacement over the other crewman?
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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10-31-2022, 10:26 AM | #1646 | ||
Join Date: Jan 2014
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Re: DreadStormers [IC]
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I go check on Deck 1; try to slip onto the deck without being noticed. Quote:
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11-01-2022, 11:16 AM | #1647 | ||
Join Date: Nov 2016
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Re: DreadStormers [IC]
Quote:
Quote:
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11-01-2022, 03:38 PM | #1648 | |
Join Date: Sep 2005
Location: Canada
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Re: DreadStormers [IC]
Quote:
Savoir-Faire 3d6 <= 15 1 + 6 + 5 = 12 ... success Daymar does not beat the Sergant's savoir-faire roll. He will blatantly break protocol and hope the repeated mental surgery attempt works.
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11-04-2022, 08:42 AM | #1649 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: DreadStormers [IC]
Quote:
Quote:
Everyone is in place. Two shooters with weapons trained on each door, and Pacifica and the largest security officer ready to slam each door shut.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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11-04-2022, 02:43 PM | #1650 | |
Join Date: Nov 2016
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Re: DreadStormers [IC]
Quote:
OOC: I want to avoid touching a rigged door*
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