Fourtynine times (Day 3 Early Night)

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Zizzy Roosh
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Re: Fourtynine times (Day 3 Early Night)

#21 Postby Zizzy Roosh » Tue Jan 22, 2019 5:43 pm

Zizzy kept her tendrils focused on the scene in case anything was out of place. Taking her cue from Zanja she hid herself from view quite expertly.

D3. Rescuing Reg. Easy Stealth roll. Taking Zanja's boost. Free boost: 2eA+2eB+1eD 1 success, 3 advantage
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And the Boost goes on...
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Silas Myles Pearson
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Re: Fourtynine times (Day 3 Early Night)

#22 Postby Silas Myles Pearson » Wed Jan 23, 2019 2:22 am

Silas had listened quietly to the explanation, this was serious business after all. Still he couldn't help but be a little excited about all this as he waited for the others to get in position.

He triggered the doors without a hitch and at Farissa's signal they slammed down, though he did improvise a bit and have the alarms on the opposite side of then squeal for a few moments to hopefully pull their attention in that direction.

Computers to slice into the system, with a boost from Meli: 1eP+2eA+1eB+2eD 2 successes, 3 advantage
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Pass! 3 advantage to distract the baddies?
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Faily
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Re: Fourtynine times (Day 3 Early Night)

#23 Postby Faily » Wed Jan 23, 2019 9:13 am

The Black Sun vehicle could be heard approaching not long after everyone was in position, and Silas got the signal from Farissa. The Knight hoped this would work, as she'd hate to enact her contingency plans.

The vehicle looked almost like an armored transport, just with more room for passengers, that someone would've used for transporting valuable goods than some kind of casual ride, but with the Black Sun symbol on the sides it was easy to recognize. Seemed the gang didn't mind the publicity.

On the dot, the fire-doors suddenly slam shut in front of the vehicle, which screeches to a sudden halt. To the side, alarms begin to blare, which deafens the noise coming from the driver's seat... though it doesn't need a lot of imagination to figure out that it's a long string of swear-words. Two of the doors open and three Black Sun members head out to check out the sound from the alarm.

Farissa waited a little to see some distance between the those three and the vehicle, before stepping forward from her hiding place, holding a blaster in her hand but not pointed at them. "You're surrounded! Kindly do not resist!"

The rather angry driver got out of his seat and almost slammed the door behind him in frustration. "The kriff is going on? Do you know who I am?! Get out of the way before you get hurt, woman!"

The Knight smiled smugly. "Just a hit on you from your rivals, you know." Farissa was deliberately distracting them away from thinking about the prisoners. Though the backside to that was they now considered this an attack, and responded appropriately; the driver let out an enraged shout, drawing the attention of his fellows to answer with violence.

---

OOC: Cool (Presence) for Initiative please.

Silas is at Medium Range from the Black Sun vehicle.
Everyone else is at Short Range from the Black Sun vehicle, except the Minion group that is at Long Range from the vehicle.
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Zanja
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Re: Fourtynine times (Day 3 Early Night)

#24 Postby Zanja » Wed Jan 23, 2019 9:19 am

Zanja was not very cool... but probably cooler than she had a right to be, in all honesty.

She scrunched down in her hiding place, holding her breath for the moment of action.

--
D3 EN Episode III: Revenge of the Youth--Cool, lolz (Initiative): 1eA 1 success, 1 advantage
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Re: Fourtynine times (Day 3 Early Night)

#25 Postby Silas Myles Pearson » Wed Jan 23, 2019 9:24 am

Silas was usually at least a little cooler then Zanja, But she seemed to be on top of her game tonight, and he barely managed to be as cool as her. Probably cause he had managed to be timely with the trap!

Yeah, he was pretty awesome.

Day 3 EN Cool For initiative!: 2eA 1 success, 1 advantage
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Re: Fourtynine times (Day 3 Early Night)

#26 Postby Eir » Wed Jan 23, 2019 9:27 am

The noise of the alarms shook Eir's calm somewhat.


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[D3 EN] Initiative (Cool): 1eP 1 success
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Esla Tor
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Re: Fourtynine times (Day 3 Early Night)

#27 Postby Esla Tor » Wed Jan 23, 2019 9:57 am

It was really happening and Esla was at the ready! Her heart started to pick up as she ran through a number of options that could happen from such a stand off. Hopefully, these thugs were smarter than to start a fight when they were outnumbered and maybe they wouldn't be able to see it was merely children who were challenging them too. Surrender, surrender...

Day 3, Early Night: Initiative: 2eP 1 success, 2 advantage
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Re: Fourtynine times (Day 3 Early Night)

#28 Postby Faily » Wed Jan 23, 2019 10:35 am

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Zizzy was ready!

D3 Ghosting Zizzy initiative: 2eA 2 successes, 2 advantage
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-----

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(For the purposes of this encounter, Farissa counts as PC for Initiative, and will act at the last PC initiative)

D3 Farissa initiative: 2eP+2eA 3 successes, 3 advantage
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----

D3 Black Sun major: 1eP+1eA 1 success, 2 advantage
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D3 Minion group 1 and 2: 2#2eA 0 successes, 3 advantage 2 successes
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Re: Fourtynine times (Day 3 Early Night)

#29 Postby Faily » Wed Jan 23, 2019 10:35 am

Farissa will act lact of the PCs, and currently has the attention of the leader which gives a Boost die on your attack rolls against him on the first round.

PC
NPC
PC
NPC
PC
PC
PC
NPC

--- PC up!
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Re: Fourtynine times (Day 3 Early Night)

#30 Postby Esla Tor » Wed Jan 23, 2019 10:58 am

With the element of surprise and initiative, Esla felt rather obligated to take the first move in the confrontation. If they had the high ground proverbially, they should know that surrendering is best, right? She drew a breath in and stepped forward with her blaster pointed at them.

"...STOP! Drop your weapons!" She yelled out at them.

Day 3, Early Night: Leadership at Average Difficulty: 2eA+2eD 0 successes, 1 threat
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Re: Fourtynine times (Day 3 Early Night)

#31 Postby Faily » Wed Jan 23, 2019 11:24 am

The Black Sun major barked a laugh at the pitiful attempt to intimidate him. "Hah! You're just a little kid! What's this, field trip with the kids?"

Seeing as the dainty little girl probably wasn't the problem, the major took aim at Farissa instead. There was a loud pew from his pistol, and the bolt glanced her shoulder, scorching the fabric of her jacket. She seemed untroubled for now.




---

Any next attempt to talk it over with the Black Sun will have a Setback.

D3 Pew-pew from gang-leader (Short range). Aim gives boost. Upgraded once with Dodge. Setback from Ranged Def.: 2eP+1eA+1eB+1eC+1eS 1 success, 1 advantage
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The Major is Adversary 1.
There are two minion groups, one at long range and one still in the vehicle.

PC up next!
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Re: Fourtynine times (Day 3 Early Night)

#32 Postby Eir » Wed Jan 23, 2019 11:39 am

Eir took exception to the Black Sun's offensive, and decided to return in kind, their weapons were set to stun, after all. She peered over the top of the barrier and taking a potshot at the Major.


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[D3 EN] How dare you? (Ranged, Short, Adversary, Destiny): 1eP+1eA+1eD+1eC 2 successes, 1 threat
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Threat to Strain: 1 / 13
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Re: Fourtynine times (Day 3 Early Night)

#33 Postby Faily » Wed Jan 23, 2019 11:57 am

The Major was surprised at the sudden fire from yet another direction! Were they really surrounded? "Do something, you peons!" he shouted to the ones left in the vehicle. Two hurried out through the doors and took up defensive positions as they tried to get their bearings

---


OOC: 2 successes + base 6 = 8 - 3 Soak = 5 damage on the Major!

Minion group #1 use Maneuver to exit the vehicle and Action to take cover (all Ranged attacks have setback against them).

All PC slots now, go!
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Re: Fourtynine times (Day 3 Early Night)

#34 Postby Silas Myles Pearson » Wed Jan 23, 2019 12:24 pm

Hey, you didn't shoot at the boss! Even if you might leave sexy scorch marks in her shirt! Stepping Forward, Silas pulled his blaster rifle out of his pants and fired a shot at the mean man. Maybe he should of set the Blaster to stun, but he had managed to forget.

Maneuver: Draw blaster
2 Strain: Move to Short
Action: Pew!


Attacking the Major Baddy! Pew Pew! Destiny to upgrade!: 1eP+1eA+1eC 2 successesImageImageImage

6+2 = 8 pew dmg!

Wounds 0/15
Strain 4/13
Melee defense: 1
Soak: 5
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Re: Fourtynine times (Day 3 Early Night)

#35 Postby Faily » Wed Jan 23, 2019 12:28 pm

"Ow!" That hurt!

---

OOC: 10 damage in total on Major.

Spending GM Destiny on the next PC roll to upgrade.

For those avoiding combat to save the prisoners, that will be Stealth checks to be unnoticed. Difficulty is Average.
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Re: Fourtynine times (Day 3 Early Night)

#36 Postby Zanja » Wed Jan 23, 2019 2:09 pm

Zanja judged the moment right and broke from her hiding place, creeping toward the speeder while the Suns were distracted by blaster fire and yelling younglings. Unfortunately, she hit an open space just as the flash of a stun bolt illuminated the area...

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D3 EN Episode III: Revenge of the Youth--Stealth Average with GM destiny to sneak to da speedah: 1eP+2eA+1eC+1eD 0 successes, 1 advantage
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Fail but... in a distracting way, maybe (for the 1 Advantage)?
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Re: Fourtynine times (Day 3 Early Night)

#37 Postby Zizzy Roosh » Wed Jan 23, 2019 5:15 pm

Unfortunately Zizzy wasn't super stealthy either, and it was likely that someone saw her moving up to the back of the vehicle. At least she was in cover now though?

D3 EN. The rescue! Average Stealth to get in and save the kids.: 2eA+2eD 0 successes, 1 threat
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1 threat for you. Point of strain?
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Re: Fourtynine times (Day 3 Early Night)

#38 Postby Faily » Thu Jan 24, 2019 1:24 am

The two attempt to sneak across, but with blaster bolts zooming about, there are a few close calls and they're forced more into the open, especially as one almost zinged one of Zizzy's tendrils. "More of you?!" the Major snarled in surprise.

----

OOC: Zanja's advantage make it so that the Minion #2 haven't seen them from their angle. Zizzy's takes 1 Strain from threat.
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Re: Fourtynine times (Day 3 Early Night)

#39 Postby Farissa Kho » Thu Jan 24, 2019 1:31 am

Assessing the current situation, Farissa tossed what seemed like some kind of home-made mini-concussion explosive at the group huddling in cover behind the doors to disorient them somewhat. It bounced off the vehicle-door, but left a small opening for the others. She wasted no time in closing distance to the Major to keep him occupied. "Heck yeah you're surrounded!"

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OOC: Maneuver+action to toss a "mini concussion" grenade. Advantage gives a Boost to next PC. Strain to Maneuver to engage with the Major to keep him occupied.
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Re: Fourtynine times (Day 3 Early Night)

#40 Postby Faily » Thu Jan 24, 2019 1:33 am

The ones who had chased after the alarm-sounds now double-time back to the vehicle as they've been alerted to the sounds of combat.

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OOC: Minion group #2 are now at Medium range from the vehicle.
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