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u-b
2022-08-22, 07:58 AM
Okay, now I think we'll want to be outta here. With all the people and loot. Can you remind me how far we are currently from...
1. Radar Base.
2. Waffle House.

Two closely related questions:
3. How many of our men (besides Bart, we have two with us here) and the rescued hostages can drive a bike?
4. How many of our prisoners can?

We have enough radio detonators, so probably can trust the prisoners we took to drive, but that is an extra hoop to jump through, so I'd prefer to use "our" people if possible.

Shoot Da Moon
2022-08-23, 11:06 AM
Okay, now I think we'll want to be outta here. With all the people and loot. Can you remind me how far we are currently from...
1. Radar Base.
2. Waffle House.

Two closely related questions:
3. How many of our men (besides Bart, we have two with us here) and the rescued hostages can drive a bike?
4. How many of our prisoners can?

We have enough radio detonators, so probably can trust the prisoners we took to drive, but that is an extra hoop to jump through, so I'd prefer to use "our" people if possible.

The radar base is ~30 miles from here.
The waffle house is ~75 miles from here.

The men from the waffle house AND the hostages all know how to drive a motorcycle.
The prisoners also know how to drive a bike.

u-b
2022-08-24, 12:16 AM
All the radios are Very Fragile (-2 HT, half DR, -0.5 CF) TL 6 medium models ($1250 x4 -50% = $2500, 30 lbs.) with a 5-mile-range and a battery runtime of 14 hours for 4 medium batteries. All of the batteries are mostly run down by now. Repairing all the damage is a major job, they're all down to 0 HP exactly, from 12 HP. They're not broken...yet.
That's fine, we can just dump them on Simone. How many?


If the exiles rescue the three lieutenants...
So, waiting for Richard to check whether these three are among those rescued. Meanwhile, will get ready to move.

The proposed arrangement is as follows:
1. We put all the weapons, explosives and ammo into the station wagon. We put some of the safe stuff into the van and the pickup.
2. We put the prisoners into the van and the pickup, duct-taping their hands to the seats, window frames or such.
3. Sean, Richard and Tariq will drive station wagon, pickup and van.
4. Those rescued, Waffle House men and Bart will ride on the motorcycles.
5. The headlights of the cars will be off (will use the NVGs), but the last car will have parking lights on. The bikes will be behind it at some distance where they can see the rear lights of the last car and will have the headlights on.
6. We drive to the Radar Base tonight.

Shoot Da Moon
2022-08-24, 09:40 AM
That's fine, we can just dump them on Simone. How many?

Three radios.

The plan sounds okay.

Keep in mind the new player can still contribute to OOC planning, even if his character has not been introduced yet.

Shoot Da Moon
2022-08-26, 07:30 AM
Okay, you've all earned 1 Character Point.
(Even the new player, he subbed in a NPC and contributed.)
The new player may introduce his new PC to the group now. Sorry for the delay.

u-b
2022-08-26, 12:56 PM
Okay, now that we are back to base, I'll want the quirks for the van and the bikes.

u-b
2022-08-27, 06:26 AM
I have made an editable sheet for Tariq in the program that I have (GCS (http://roleplayer.narod.ru/files/Tariq_Sandoval.gcs), PDF (http://roleplayer.narod.ru/files/Tariq_Sandoval.pdf)) and tidied up his loadout (medium encumbrance for combat, heavy encumbrance for travel). He has a bit more allocated to him, but mostly that remains in the trunk or is picked up instead of the some of the stuff carried as the case may be. Also, took the perk to Dual Ready (Grenade), leaving two points spare atm. The doc sheet (https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=1601554603) is also updated to include the loot and move all Tariq's to the group's page along with the other troops.

Shoot Da Moon
2022-08-27, 09:45 AM
Okay, now that we are back to base, I'll want the quirks for the van and the bikes.

Sure.
The van has -1 HT, -20% Range and -10% Top Speed.
The motorcycles all have -20% Range, -20% Top Speed and -1 Handling.


I have made an editable sheet for Tariq in the program that I have (GCS (http://roleplayer.narod.ru/files/Tariq_Sandoval.gcs), PDF (http://roleplayer.narod.ru/files/Tariq_Sandoval.pdf)) and tidied up his loadout (medium encumbrance for combat, heavy encumbrance for travel). He has a bit more allocated to him, but mostly that remains in the trunk or is picked up instead of the some of the stuff carried as the case may be. Also, took the perk to Dual Ready (Grenade), leaving two points spare atm. The doc sheet (https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=1601554603) is also updated to include the loot and move all Tariq's to the group's page along with the other troops.

If Tariq is a NPC for now, we'll simply have him keep the peace at the radar base. If his player comes back, we'll have the sheet there ready.

u-b
2022-08-27, 11:16 AM
If Tariq is a NPC for now, we'll simply have him keep the peace at the radar base. If his player comes back, we'll have the sheet there ready.
Okay. A GL at the base will make things a lot safer for what seems to be rapidly increasing population. And he will have more time to make things. I think we are now well-positioned to pay him for his services, but can just as well keep him a part of the team with an equal share in our collective wealth.

Shoot Da Moon
2022-09-03, 04:07 PM
Ramsey, please post your action.

Richard, what are you doing back at base while the other two are going hunting?

JbeJ275
2022-09-06, 08:23 AM
I guess I throw a net at a chicken? This feels weird, why were we getting all of them into a barn in the first place?

u-b
2022-09-06, 10:44 AM
The expectation was that if we start catching them while in the open some will inevitably escape. But it would be easy enough to nudge them into their own barn. I should have clarified about the extra time that the target number was the time, not the bonus, but too late to do that after the roll. Now that they have nowhere to go, we should be able to catch every last one them. So you describe the standard procedure, roll for an iteration or two and let the DM handle the rest. We are heading out with a full load of chickens. The net used repeatedly should be good enough, and another for storage.

Volthawk
2022-09-06, 03:53 PM
So are we leaving Tariq in the base from now on to focus on tech stuff, in light of Gnome leaving, or is he continuing to tag along as part of our NPC retinue?

Shoot Da Moon
2022-09-06, 11:27 PM
So are we leaving Tariq in the base from now on to focus on tech stuff, in light of Gnome leaving, or is he continuing to tag along as part of our NPC retinue?

The first option.

Shoot Da Moon
2022-09-08, 02:49 AM
What did you want to buy from the merchants? Please list the costs of the stuff you wish to purchase.

u-b
2022-09-08, 10:35 AM
What did you want to buy from the merchants? Please list the costs of the stuff you wish to purchase.
Something along the following lines, but we have the armor and the firearms. Can we get a wish-list or just a figure from the refugees as a lot?


There's five men and women who know how to hunt, but they'll need gear - and not just guns, either. Maps, proper footwear, camouflage and backpacks are just the start.

One quarter of the crowd are reliably combat-capable. They would like to be equipped with armour and firearms, if possible.

Shoot Da Moon
2022-09-08, 07:46 PM
The requested list is;

2 maps (each $15)
A pair of hiking boots per scout (each $160, you can hire up to about seven or eight scouts, for now)
One camouflaged coat/cloak per scout (+2 bonus in one terrain, half bonus versus technological Night Vision or Infravision, each $200)
One large backpack per scout (each $400)


Costs total? $30 + $760 per scout outfitted.

Shoot Da Moon
2022-09-12, 10:40 AM
The drive from the radar base to the meeting spot near Newport is 16 miles, BTW, in case you missed it.

u-b
2022-09-12, 10:54 AM
Noted. I do keep forgetting to account for fuel, but we have "enough" and it costs a trivial amount, so, hopefully, not a big deal.

Shoot Da Moon
2022-09-13, 03:43 AM
The opposing merchant rolled a margin of success 9.

Richard rolled a margin of success 5, so the opposing Merchant has a margin of victory 4. I think we can rule that they offer 40% (60% - (5x4)%) of the value for players' offered goods.

If this makes the goods not enough for the purchased scout's equipment and stuff, you'll have to give them bullets to make up the difference.

u-b
2022-09-13, 04:42 AM
The opposing merchant rolled a margin of success 9.

Richard rolled a margin of success 5, so the opposing Merchant has a margin of victory 4. I think we can rule that they offer 40% (60% - (5x4)%) of the value for players' offered goods.

If this makes the goods not enough for the purchased scout's equipment and stuff, you'll have to give them bullets to make up the difference.
That is enough, but nearly halves what we allocate to the managers. The transaction is on the lines 202..209 of here (https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=532424194). We allocate the managers 600 bullets total to allocate among...


The would-be medics kindly request a first aid kit for each of them, plus as much bandages and antibiotics as anyone can scrounge up.

The garment makers ask for fabrics, sewing kits and materials.

The mechanic just needs a tool kit, a garage and spare parts or the means to fabricate them.

The construction crew makes a note of the barn, and requests building tools (saws, hammers, nails, bricks, etc.) and wheelbarrows before they head out for the barn.
With the exception that we also provide the following:
1. First Aid Kit, TL6 x2.
2. Emergency access to the base's medical supplies while the refugees' own supplies are being procured.
3. Access to the workshop subject to Waffle House guys' regulations.

Some other day we will collect:
1. The list of what's bought.
2. The list of what has to be bought on top of that.

Shoot Da Moon
2022-09-15, 08:46 AM
Good, that works. For now.

I believe Sean resists Flashbacks. And fast-draws his rifle.

What do Richard and Ramsey manage in those 4 seconds?

Shoot Da Moon
2022-09-17, 02:29 PM
Ramsey, how are you going to approach this situation?

JbeJ275
2022-09-17, 02:35 PM
Oh sorry. I was waiting for my last post to be resolved or at least mentioned before I moved forward.

Is there anywhere I can throw dynamite to hit a lot of animals but no people?

Shoot Da Moon
2022-09-19, 07:48 AM
Oh sorry. I was waiting for my last post to be resolved or at least mentioned before I moved forward.

Is there anywhere I can throw dynamite to hit a lot of animals but no people?

Yup.

And as for your last post, I assumed you were coming along with the rest after you finished ferrying back the stuff you found at the barn? You managed the flight back and froth without incident, if that's what you were worried about, sorry if that was not clear.

u-b
2022-09-21, 11:48 PM
With the crowd of animals diminished, Ramsey realises his dynamite might be.. over enthusiastic. Thus he drops them and the match unlit on top of hit coat and picks up his spear instead.
After all of this is done, Sean outfits three most promising men, including at least one who can drive, with rifles and early concealable vests and takes them with us to a designated place near Newport.
...
Leaving in two cars. Sean, Richard, Bart, dogs and 3 new men. One of the men picked would be Ramsey.
Just FYI, Ramsey should have a Fine M1 Garand (HT120) with 40 rounds and some other stuff as per lines 314..318 of this doc (https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=1601554603) (gear labeled with "Militia").

Bart and two other militia men will likely aim/shoot at the wolves and the dogs will likely bark.

UPD: How about having Ramsey command and control two other militia men? I can handle Bart / dogs with no problem, but would like my hands off the other guys.

Shoot Da Moon
2022-09-22, 07:21 PM
Can everyone state what their level in Naturalist, Survival and Animal Handling (any specialisation) skills are? No need to roll, just tell me how good you are.

u-b
2022-09-22, 10:30 PM
Naturalist: 12
Survival: 15
Animal Handling (default): 7

Shoot Da Moon
2022-09-23, 07:21 AM
Naturalist: 12
Survival: 15
Animal Handling (default): 7

You realize that the twisted wild dogs may be fleeing now, but they will eventually be back for the corpses at least (to eat them), if not to stalk and ambush you or other people.

Reducing their numbers before they scatter into the wild would be very smart.

Shoot Da Moon
2022-10-03, 01:15 AM
Hey, players, have you stalled out? Are you waiting on me to clarify or specify something? What is your character doing now, with the information my last post contained? Is there something you need before you post again?

u-b
2022-10-03, 01:37 AM
I'm just waiting on Richard.

Shoot Da Moon
2022-10-06, 05:11 PM
Every player +1 Character Point

Volthawk
2022-10-09, 07:40 PM
Can we tell from looking at the cars (or any context clues from nearby, eg casings) whether the holes came from people shooting out of the vehicles or people shooting in?

Shoot Da Moon
2022-10-10, 01:13 AM
Can we tell from looking at the cars (or any context clues from nearby, eg casings) whether the holes came from people shooting out of the vehicles or people shooting in?

The shots came from outside the car, going into the occupants. No casings on the ground, but the holes are entry "wounds".

u-b
2022-10-11, 11:58 AM
list reaction modifiers and the ratings of relevant skills
Sean has reputation +3. Not with these guys (settlers; 11-), but if their intelligence services are any good, they might know anyway. No skills to speak of, so he'll delegate to Richard.

Volthawk
2022-10-11, 12:56 PM
Richard's got his usual +4 reaction modifier (from Charisma and Voice), the same reputation as Sean if it matters, and skill-wise he'll presumably be leaning on his Diplomacy 14. Been saving up for that point of IQ for a while now so his social side hasn't changed for a while.

Shoot Da Moon
2022-10-18, 11:16 PM
Ramsey, you're with the rest of the players, right?
Could you please confirm and roll?

JbeJ275
2022-10-19, 01:44 AM
Sorry, I think between the long pause in between character creation and the game starting and things getting busier IRL I’ve kind of lost focus and attention on this game. If you want to turn Ramsey into a regular soldier NPC that might be for the best.

Shoot Da Moon
2022-10-20, 02:47 AM
Very well.

If we need to recruit any more players, it should be easier this time.

u-b
2022-10-20, 03:13 AM
I think we should give it a try. Also, we have two more militia with us, besides Ramsey, so people can join the moment they finish their characters, as they have been with us all along.

Shoot Da Moon
2022-10-21, 05:47 AM
Okay, made a new recruitment thread.

https://forums.giantitp.com/showthread.php?650789-GURPS-AtE-Worse-Than-the-Disease-Re-recruiting-2

Shoot Da Moon
2022-10-29, 07:20 AM
Sorry about the posting gap. I got a nasty illness these last week and some change, and yes I am aware of how fitting that is given the backstory of this campaign.

I might still have trouble, but I can soldier on today.

u-b
2022-10-29, 08:51 AM
Get well, man! We sure can live a few days without the game!

u-b
2022-10-30, 11:20 PM
(OC: The hostel charges every PC and NPC with $10's worth of barter equivalent (bullets preferred) for one night with meals and water included. Parking the cars in a safe lot is another $10's worth per vehicle per day. Opposing enemy skill is 13, any other PC and NPC can pitch in with complementary skills. Just to confirm who's in and who's out before I roll for the enemy.)
20 pistol cartridges paid including one for each dog. I wasn't sure about taking NPCs, but let's say we have them with us: Bart + 3 militia.

Shoot Da Moon
2022-11-01, 09:44 AM
Alright, Richard may or not may be with you. Either way, the dogs easily pick up the scent

Keep in mind, it's night time and the Darkness penalties are -5 now. Sean and Richard have vision aides, though, so it is not a problem for now.

Volthawk
2022-11-05, 10:04 AM
So to confirm, while we don't know the status of the guys we hit, there's one guy that we haven't hit yet right? And they're all prone now.

u-b
2022-11-05, 11:21 AM
As I understand it...
1. There was one guy #0 above, which is now history.
2. There were three guys on the ground, and they were hit as follows:
2.1 The guy #2 got one hit.
2.2 The guys #1 and #3 got one and thwo hits.
3. Then we don't know it, but guys #2 and #3 likely have failed HT rolls.

Shoot Da Moon
2022-11-05, 06:14 PM
Yeah, that's the situation as you guys know it so far.
You could probably get the still awake raider to surrender, since he's in real bad shape and has no fellows fighting by his side.

Volthawk
2022-11-05, 06:37 PM
You could probably get the still awake raider to surrender, since he's in real bad shape and has no fellows fighting by his side.

Yeah, something like that was part of why I wanted to be sure of the situation.

u-b
2022-11-07, 01:28 PM
The dead sniper had a Rolling Block rifle, one rifle bullet chambered.
Okay. Anything else on anyone of them? I've had the impression that those we've gotten near the city were all armed and somewhat armored.


Anyone got Veterinary skill?
Not me.


Their boss is dead, disease got him a few days ago, they've been following standing orders out of inertia since, until an unit in Bread Basket requested backup.
How exactly? Do they have a radio? (If we did not ask that to clarify right away, now is not the best time, but the question is there)


The idea is, at the first sign of trouble like the noisemakers going off, the raiders would toss lit firecrackers or flares...
Did Sean find these?


After one hour of Richard interviewing the captives and Sean securing the camp, everyone starts hearing a great mass of people slowly walking towards their position. Looking to the east, they can see at least 20 humans(?) approaching from 35 yards away in the darkness. None of them seem to be carrying much of anything, and they all sport ghastly injuries or are grossly sick from what is visible of their skin.
@Richard: Should we try to parley with the lot when they come a bit closer?

Shoot Da Moon
2022-11-07, 08:01 PM
Okay. Anything else on anyone of them? I've had the impression that those we've gotten near the city were all armed and somewhat armored.

Not me.

How exactly? Do they have a radio? (If we did not ask that to clarify right away, now is not the best time, but the question is there)

Did Sean find these?

@Richard: Should we try to parley with the lot when they come a bit closer?

The captives have 4 road flares, 3 cigarette lighters and 7 firecrackers in their pockets, but no guns or ammo.

They explain an run-in with wolves on the way back to camp lost them their firearms and they spent most of their bullets. The attack dogs stationed at their camp all got torn apart by wolves when they arrived.

The raiders contacted them in person. The raider drove a motorcycle.

Yeah, Sean found them.

Shoot Da Moon
2022-11-09, 06:35 AM
Richard gets to act before Sean for 4 seconds, it is not combat time yet.

NPCs are on top of the cabin, Bart's in the cabin with the captives.

u-b
2022-11-10, 10:55 AM
The fifth monster is hit once, to minimal effect, blasting away a chunk of flesh that it barely reacts to.
Does that hit once in the "vitals" and once in the "torso" like the second bullet being 16 vs the skill of 15, thus missing by 1?

Shoot Da Moon
2022-11-10, 08:58 PM
Does that hit once in the "vitals" and once in the "torso" like the second bullet being 16 vs the skill of 15, thus missing by 1?

You're fairly certain both shots hit the vitals.

u-b
2022-11-14, 12:28 AM
The grenade goes off after they next move...
Most frag grenades are listed with fuses of 4..5 seconds, which would be down to 3..4 if Richard is letting it cook since the moment he's pulled the pin, meaning it goes off after 2..3 additional rounds after this one, which means you can as well just drop it under your feet as you'll get 3+ rounds to move, including right now.

Volthawk
2022-11-14, 09:15 AM
Most frag grenades are listed with fuses of 4..5 seconds, which would be down to 3..4 if Richard is letting it cook since the moment he's pulled the pin, meaning it goes off after 2..3 additional rounds after this one, which means you can as well just drop it under your feet as you'll get 3+ rounds to move, including right now.

I brought this up when I first drew the grenade, saying that the description of grenades in Basic (as this one seems to be that listing rather than a specific HT one) just says "between 2 and 4 seconds" and given we've otherwise been going on the side of speed and aggression with our explosives (see modifying our launcher setup to not have the short-range safety lock) 2 seconds seemed plausible for us to have. Nobody said anything and the GM's responses seemed to fit my understanding, but if we're going for 4-second fuses on everything then yes, the plan will change.

Shoot Da Moon
2022-11-14, 11:02 PM
I am going with Richard's initial assumption - the grenade will explode on the next turn.

Now, the NPC militiamen are acting. What are they doing?

u-b
2022-11-14, 11:38 PM
I guess they aim again, to shoot the next round.

Shoot Da Moon
2022-11-15, 03:45 PM
I guess they aim again, to shoot the next round.

Alright. The turn ends with the monsters acting...and getting burned by the fire.

u-b
2022-11-17, 09:09 AM
(OC: Noted, both of you keep track of your distance from the monsters. NPCs' turn now. Do they open fire?)
Not necessarily. They sure can, but if they listen to Sean, they'll take Wait maneuvers until something tries to climb up to them or bash down the door leading inside.

Shoot Da Moon
2022-11-17, 11:43 PM
Not necessarily. They sure can, but if they listen to Sean, they'll take Wait maneuvers until something tries to climb up to them or bash down the door leading inside.

You agree with this, Richard?

Volthawk
2022-11-17, 11:58 PM
You agree with this, Richard?

That's what I thought the plan was, yeah. It's mainly why Richard is focused on getting over there over shooting at the moment.

Shoot Da Moon
2022-11-20, 07:21 AM
There are 9 flesh-things left in the horde.

Volthawk
2022-11-21, 04:21 AM
So could Richard have figured out what Sean was shooting at to try himself, or does he still not know?

Shoot Da Moon
2022-11-21, 08:09 AM
So could Richard have figured out what Sean was shooting at to try himself, or does he still not know?

Sean probably shouts it to him as he's doing it. Richard may not see it, as he is running away pretty hardcore.

u-b
2022-11-21, 11:07 AM
Sean probably shouts it to him as he's doing it. Richard may not see it, as he is running away pretty hardcore.
Sean will definitely explain his findings next round and before that... well, we have 4 yards to cover each round just to get clear of the lot. Not very problematic in itself, but turning back and forth costs extra.

Shoot Da Moon
2022-11-23, 07:49 AM
Sean wastes 3 bullets while shooting the many targets.

Also, I think Sean is now tired due to low FP.

u-b
2022-11-23, 09:16 AM
Also, I think Sean is now tired due to low FP.
Not yet. B426 says (and GCS agrees) that it is when one has "Less than 1/3 your FP left". Sean has 1/3 exactly, so he's good for now, but not good enough to reload.

Shoot Da Moon
2022-11-24, 04:55 AM
Very well.

Just be wary of spending any more FP until you are sure you can afford it. Or guzzle some energy drink soon.

u-b
2022-11-24, 05:45 AM
Do the militiamen open fire now?
Only if they have already aimed at the "brains". I've rolled their perception the previous round, and it was good, so if they got the idea right then, now they will shoot. If they needed specific directions to understand Sean's targeting, they will aim now. I'll go ahead and roll for their shooting, but no guarantees that it happens this round.

Shoot Da Moon
2022-12-02, 09:40 AM
Well done.

All PCs get 1 CP for taking the outpost and defeating the monsters.

BTW, have your PCs been maintaining your guns? That was a hard battle back there, lots of shooting.
See B484-485 rules on maintenance, if you could.

u-b
2022-12-06, 01:59 AM
BTW, have your PCs been maintaining your guns? That was a hard battle back there, lots of shooting.
See B484-485 rules on maintenance, if you could.
Sean has a Gun-Cleaning Kit, so, I assume, uses it with some regularity, given spare time. We didn't have a lot of that lately, but Sean only needs little sleep, so he's probably good. He might perform some crude diagnostics each time he disassembles the rifle to clean it, and, if something suspicious is found, should take a note of it and get help from Richard or Tariq.

Also, please review and correct my interpretation of loot (lines 330+ here (https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=1601554603); ammo and normal human food are just added above).

Volthawk
2022-12-06, 09:19 AM
BTW, have your PCs been maintaining your guns? That was a hard battle back there, lots of shooting.
See B484-485 rules on maintenance, if you could.

Richard's got a full Armoury tool kit, and the skill, so he's got the capabilities to maintain his stuff and keep it up and running. Time-wise...I haven't been keeping track of exact hours available per day, but there's often times where Sean's headed out to scout around or the like, or he's finished interrogations early, or similar cases where he'd be able to look after his gear.

Speaking of skills, Richard's now 1 CP off finally getting that +1 IQ and improving pretty much everything that isn't shooting by 1.

Shoot Da Moon
2022-12-06, 10:56 PM
Alright, you two can be assured your guns are up to snuff even after heavy use.


Also, please review and correct my interpretation of loot (lines 330+ here (https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=1601554603); ammo and normal human food are just added above).

That loot sheet is correct, and good. You recorded it all well. The steel drum being less valuable than a wooden barrel may be explained by weight issues? Perhaps the metal is easier to find or craft than wood?


Speaking of skills, Richard's now 1 CP off finally getting that +1 IQ and improving pretty much everything that isn't shooting by 1.

Good for you! Can you post the updated character sheet here and/or in PMs, for record keeping?

u-b
2022-12-07, 12:50 AM
Alright, you two can be assured your guns are up to snuff even after heavy use.
We probably should check the cars sooner or later when we are back to base and have some free time.


The merchants in Bread Basket gladly accept the horses at the offered price - they need the animals for farming. The gear and feed fetches their full value.
The security forces have room in their budget to buy the guns, and the visiting merchants also express interest in weaponry. Sean can get the full value of the firearms. Ditto the armour pieces.
Since they give a good price, we'll sell most of what is for sale. The proposed payment will look something like this (https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=532424194) (lines 221+). Not sure what the delivery would cost. Currently pricing it at 5% or $13800 total. Given labor and gas costs, this should well cover all of the expenses, including hiring some guards. One truckload is to go to Radar Base and the remaining 22 are to go to Gunmetal. The stuff does not have to be all Canned Food, which is used as a generalization. There should be some of it, but the rest can be any reasonable combination including grains, jerky, cattle, oils, etc. giving about the same cost and weight. Deviations can be debated.

Volthawk
2022-12-07, 10:31 AM
Good for you! Can you post the updated character sheet here and/or in PMs, for record keeping?

Sure, here's where Richard is at now:
Richard Clark

Character Points: 150/-50 (-5 quirks) + 46 earned
Unspent CP: 0

Total: 46
Gains:
2: Nightbear Encounter
2: Slaves
3: Reaching Radar Base
3: Capturing Radar Base
2: Surviving First Attack
1: Surviving Second Attack
5: Resort Battle
2: Red Mark
2: Slaver Camp
4: Slave Rescue
1: Waffle House Defence
5: Mutant Base
7: Slaver Camp/Battle Bus
2: Merchant Rescue
2: Power Plant
1: Prisoner Rescue
1: Zombie Attack
1: [something I missed]


Attributes (150)

ST 12 [20] DX 13 [60] IQ 13 [60] HT 11 [10]
Secondary
Damage 1d-1/1d+2, BL 29
HP 12/12 [0] Per 13 [0] Will 13 [0] FP 11 [0]
Basic Speed 6 [0] Basic Move 6 [0]


Advantages (43)

Charisma 2 [10]
Combat Reflexes [15]
Fit [5]
Lightning Fingers [1]
Reputation +3 (Heroic, Settlers, 10 or less) [3-1 free=2]
Voice [10]
Weapon Bond (M14 Rifle) [1]


Disadvantages (-50/-5)

Chummy [-5]
Distinctive Feature (Red Mark) [-1 - Free]
Easy to Read [-10]
Guilt Complex [-5]
Overconfidence [-5]
Pacifism (Can't Kill Innocents) [-10]
Selfless [-5]
Sense of Duty (Group) [-5]
Truthfulness [-5]
Quirks
Broad-Minded, Carries family heirloom, Idealistic about the old world, Prefers to offer enemies surrender, Responsive


Skills (58)

Armoury (Small Arms) (A) IQ+1 [4]-14
Brawling (E) DX+1 [2]-14
Criminology (A) IQ [2]-2
Detect Lies (H) Per [4]-13
Diplomacy (H) IQ [4]-15
Driving (A) DX [2]-13
Electronic Operations (Communications) (E) IQ [1]-13
Fast-Draw (Ammo) (E) DX+CR [1]-14
Fast-Draw (Pistol) (E) DX+CR [1]-14
Fast-Draw (Rifle) (E) DX+CR [1]-14
Fast-Draw (Sword) (E) DX+CR [1]-14
First Aid (E) IQ [1]-13
Guns (Pistols) (E) DX+2 [4]-15
Guns (Rifles) (E) DX+2 [3]-15 (16 with M14)
Intelligence Analysis (H) IQ-1 [2]-12
Interrogation (A) IQ-1 [1]-12
Intimidation (A) Will [2]-13
Leadership (A) IQ-1 [1]-15
Merchant (A) IQ+1 [4]-14
Observation (A) Per [2]-13
Public Speaking (A) IQ [2]-17
Search (A) Per [2]-13
Shield (A) DX+1 [4]-14
Shortsword (A) DX+1 [4]-14
Stealth (A DX-1 [1]-12
Tactics (H) IQ-1 [2]-12


Gear:
https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=1727282323
Medium encumbrance w/ combat load

Combat

DR: Skull 12, Face 10, Eyes 10, Neck 0, Torso 12/5* (+23F, +5R), Groin 12/5*, Arms 8/4*, Hands 2*, Legs 12/5F*, Feet 2* (split DR high vs pi/cu except for arms that are low vs cr and high otherwise)
Dodge 10 (8 combat/7 travel) Parry 11 (shortsword) Block 11 (shield - not usually used), +1 DB when shield is out (not vs firearms)


As always, would appreciate a check if I haven't missed any CP since last time.

u-b
2022-12-07, 11:57 AM
Sure, here's where Richard is at now:
...
Unspent CP: 19

...
ST 12 [20] DX 13 [60] IQ 12 [40] HT 11 [10]
I doubt this is the case, unless you mean "now" as "then before the last night".


As always, would appreciate a check if I haven't missed any CP since last time.
I rather expect you to worth 196 points, IQ 13, 0 unspent.

Volthawk
2022-12-07, 12:50 PM
I doubt this is the case, unless you mean "now" as "then before the last night".


I rather expect you to worth 196 points, IQ 13, 0 unspent.

Ah, I wasn't clear. My count has me at 195 points, 19 unspent after the CP we just got - I was saying that Richard was now 1 point away from the IQ boost, not that he'd reached it. If you're at 196 though, then I did just miss one somewhere and I can get the IQ now.

u-b
2022-12-07, 01:30 PM
Ah, I wasn't clear. My count has me at 195 points, 19 unspent after the CP we just got - I was saying that Richard was now 1 point away from the IQ boost, not that he'd reached it. If you're at 196 though, then I did just miss one somewhere and I can get the IQ now.
My count gives me 194 without details of how it got there and including a -2 for mutation which you don't have. So, I think you should have 196, but I don't have the proof.

In other news, I hereby acquire Fast-Draw (Ammo) and Dual-Ready (Grenade) for a grand total of 2 points. I'll keep the remainder until a later time.

Shoot Da Moon
2022-12-07, 04:10 PM
Since they give a good price, we'll sell most of what is for sale. The proposed payment will look something like this (https://docs.google.com/spreadsheets/d/1UB2DfTqiFqjDXtfrV_eeewbZ6b7hVAdybZ5mxvMtPAI/edit#gid=532424194) (lines 221+). Not sure what the delivery would cost. Currently pricing it at 5% or $13800 total. Given labor and gas costs, this should well cover all of the expenses, including hiring some guards. One truckload is to go to Radar Base and the remaining 22 are to go to Gunmetal. The stuff does not have to be all Canned Food, which is used as a generalization. There should be some of it, but the rest can be any reasonable combination including grains, jerky, cattle, oils, etc. giving about the same cost and weight. Deviations can be debated.

Okay. Done deal. Delivery fee being 5% is good, mark it down. Other types of food consumables are available, yes.
Merchant roll successful. (Not sure if that roll was needed, but better safe than sorry.)

Volthawk
2022-12-07, 04:19 PM
My count gives me 194 without details of how it got there and including a -2 for mutation which you don't have. So, I think you should have 196, but I don't have the proof.

Hm, okay. I did feel like I might have not put something down, like I was one away already but didn't update things properly, so that tracks.

Shoot Da Moon
2022-12-13, 07:05 PM
Did you guys mark off the food/rations eaten and water drank yesterday and today yet? You have enough, even for your NPC followers, just make sure to record how much you have.

u-b
2022-12-13, 11:55 PM
The scavenger gangs are within 20 miles of the city, but the cabin is further away than that.
Are you sure? The last time...

The enemies hiked through the woods for 30 minutes, judging by the way they follow.

Shoot Da Moon
2022-12-14, 08:21 AM
Are you sure? The last time...

Oh, you are right. My mistake.

Shoot Da Moon
2022-12-31, 08:07 AM
Richard, analysing the papers will require a roll of either Criminology or Intelligence Analysis, whichever is lower. But you can use the one you're not using as a complementary roll, as well as Streetwise.

u-b
2023-01-01, 09:44 AM
Is Sean walking the 4 miles? That decides the travel time...
Sean is walking, dogs are walking, everyone else is riding. The speed is up to 7..8 yards per second, depending on the terrain, so 15+ minutes total, likely still less than an hour (as per B351, Sean can make up to 70 miles per day under idieal conditions). Also, of interest:
1. Did the men's trails diverge from the things' trails at any spot up to here?
2. How far is Sean from the action?
3. How does "ablaze" relate with "firefight"? Is the building on fire with people shooting out or in?

Shoot Da Moon
2023-01-02, 06:27 AM
Sean is walking, dogs are walking, everyone else is riding. The speed is up to 7..8 yards per second, depending on the terrain, so 15+ minutes total, likely still less than an hour (as per B351, Sean can make up to 70 miles per day under idieal conditions). Also, of interest:
1. Did the men's trails diverge from the things' trails at any spot up to here?
2. How far is Sean from the action?
3. How does "ablaze" relate with "firefight"? Is the building on fire with people shooting out or in?

1) The trails of the people do not match up with the monsters' trail much. Most likely, they never crossed paths.
2) 15 yards.
3) The building is on fire, there has obviously been a shootout here (pretty big bullet holes in the barn, for a start). No-one is CURRENTLY shooting anything. You don't see anyone around.

u-b
2023-01-07, 12:34 PM
The men demand the volunteer explain who he is and why he is approaching them.
Here goes Volthawk, I suppose.

Shoot Da Moon
2023-01-09, 10:30 AM
Are you waiting on me to post again, or waiting on someone else?

u-b
2023-01-09, 11:03 AM
I think you should respond to Volthawk's post. Sean will wait and, from hiding, aim at the man with the rifle. Not doing much besides that.

u-b
2023-01-11, 04:56 AM
2. Were there any other fresh tracks leaving the farm?
There were fresh tracks from the farm. No more than 4 to 6 hours old when Sean and his comrades arrived?
I mean, there is just one set of tracks leaving the farm, the one we have been following?

Shoot Da Moon
2023-01-11, 06:56 AM
I mean, there is just one set of tracks leaving the farm, the one we have been following?

Oh. Yes. Just one set of tracks leaving the farm recently.

Shoot Da Moon
2023-01-12, 09:55 PM
Sean remains hidden and calls Richard again. He tells he expects Richard to arrive at the raider's outpost before it gets too dark and that he'll be greeted by a man with NVGs waiting there in a car to lead him the rest of the way. Sean designates "his" car for the mission, the one with the radio, and issues an order to retreat from anything dog-sized and up. The remaining car is to be camouflaged with a net and some bushes near where it is.

The plan is to get Richard into action in some reasonable time. We will attack when darkness is about -6. Hopefully, they will turn on illumination and/or go to bed by that time. Also, everyone will be fully rested. Also, the hunters will return, if they are from here. Any transportation anywhere nearby or maybe a garage?

Richard, your ride to Sean's position will go smoothly enough. Join the action, no rolls needed.
It will take about four hours before it gets that dark.
The gas station does not appear to have any transport nearby, but it does have a closed garage. There could be cars or motorcycles in there, even one big rig truck.

u-b
2023-01-17, 01:21 AM
Is that dropped grenade live? Well, one of you has Unluckiness, IIRC...How long has it been since it last triggered, in-game time?
Yes, Sean has Unluckiness. This should have little consequence now, because that's not the second (cooked) grenade that's dropped, it's the third grenade Sean tried to fast-draw. He has Dual Ready perk and was trying to ready it the same moment, so the question is basically whether he has to do something about that grenade or can just ignore it and draw another one.


OC: both of you control your NPC followers this combat. They act before the hostiles.
The militia will not see a thing before there is illumination, so will just wait. Bart may shoot some. Richard's option.

Shoot Da Moon
2023-01-17, 06:33 AM
I'm invoking your Unluckiness.

The third grenade is live.

u-b
2023-01-18, 06:27 AM
More screams from inside follow the second explosion. Sean is lucky that the loud noises aren't affecting his hearing (so far).
Sean has Protected Hearing from the helmet equipment (Tactical Headset), giving him +5 to HT for a total 17, so that part is not really surprising.

Shoot Da Moon
2023-01-18, 10:09 AM
Yeah.

Your Unluckiness does not "recharge" until another in-game week passes, BTW.

u-b
2023-01-18, 10:54 AM
Your Unluckiness does not "recharge" until another in-game week passes, BTW.
Okay. That one was not very unlucky unluckyness. Heck, if Sean is as lucky as he's recently been, I think I'll be buying it off. Meanwhile, I'll put something on the sheet. Do we have a date to record or do I just refer to the post?

Unrelated, I've finally recorded us eating two days worth of meals. Not sure about the lodging. Presumably Richard has taken the mast militia guy along (Sean took the other two), and we are not returning tonight, but we've been based somewhere in the city, including reading papers and all that.

Shoot Da Moon
2023-01-19, 04:27 AM
Okay. That one was not very unlucky unluckyness. Heck, if Sean is as lucky as he's recently been, I think I'll be buying it off. Meanwhile, I'll put something on the sheet. Do we have a date to record or do I just refer to the post?

Unrelated, I've finally recorded us eating two days worth of meals. Not sure about the lodging. Presumably Richard has taken the mast militia guy along (Sean took the other two), and we are not returning tonight, but we've been based somewhere in the city, including reading papers and all that.

We can do both, the thread is searchable and you can make a note of it. That's what I've been doing.

Okay, my log says you've been staying at a Bread Basket hostel for sleeping.

u-b
2023-01-19, 05:28 AM
Okay, my log says you've been staying at a Bread Basket hostel for sleeping.
One night has been accounted for. The question is about today and this second night. We have not yet returned for a full night's stay, and I'm not sure if we will, but we have probably reserved some facilities and/or used them during the day. How much does it cost us?

Shoot Da Moon
2023-01-19, 09:54 PM
One night has been accounted for. The question is about today and this second night. We have not yet returned for a full night's stay, and I'm not sure if we will, but we have probably reserved some facilities and/or used them during the day. How much does it cost us?

The same as before, I believe.
$5 per person for a room?
I cannot remember what the price of storage was. Will need to look that up in the past pages of the thread.

u-b
2023-01-20, 09:31 AM
OC: Sean, you're still outside the gas station, right?
Yes. The idea is to have a corner to run around if they start to throw explosive stuff. I'm not yet sure about throwing more stuff in, so defense is like the only sensible thing to do at the moment.

Shoot Da Moon
2023-01-21, 03:56 AM
Alright, that is a good idea.

Richard, we might be dropping out of combat time soon, what's your play? Orders for Bart and the militiamen?

u-b
2023-01-21, 07:22 AM
Sean's plan after the upcoming blast is to propose that Richard demands a surrender while Sean, Richard and Bart try to perceive any activity inside without themselves going too visible.

Shoot Da Moon
2023-01-22, 01:05 AM
Sounds good...

u-b
2023-01-24, 05:37 AM
OC: Do you guys have any fire extinguishers in your gear? I believe you guys once found at least one scavenging.
Unfortunately, that one is back at base, along with Simone's flamethrower. Because. I guess the men will have to resort to what the raiders have in stock, including heavy bedsheets and what not.

Shoot Da Moon
2023-01-24, 04:00 PM
Well, maybe if you tossed a bucket of water or two...

Volthawk
2023-01-24, 04:03 PM
The snow's all melted by this point, right? Seem to remember that being mentioned a while back.

Shoot Da Moon
2023-01-25, 01:27 AM
Yup.

Winter was over weeks if not months ago, IIRC.

u-b
2023-01-25, 01:35 AM
Well, maybe if you tossed a bucket of water or two...
We have 50 liters of water in a barrel and more bottled water ontop, so this is not problematic if the fire is prevented from spreading rapidly. Consider Sean going to fetch the pickup with the stuff.

Shoot Da Moon
2023-01-26, 06:56 AM
Okay, we'll roll...

u-b
2023-01-30, 08:01 AM
The raiders spill the beans.
We'll want, at a minimum...
1. How to go from the lift to the lab.
2. The number of rooms in the lab.
3. The number of staff in the lab.
4. The number of guards anywhere in the lab and between here and there.
5. The armament and equipment of the guards and the site.
6. What they could be expected to do and have done already since the evening after our attack.

Shoot Da Moon
2023-01-31, 07:02 AM
We'll want, at a minimum...
1. How to go from the lift to the lab.
2. The number of rooms in the lab.
3. The number of staff in the lab.
4. The number of guards anywhere in the lab and between here and there.
5. The armament and equipment of the guards and the site.
6. What they could be expected to do and have done already since the evening after our attack.

Alright, since I did not cover any of that in the IC thread, assume the raiders also tell you;

From the lift, it's a simple 30 yard walk through two security doors to the lab.
The lab has about ten to twenty rooms.
The lab has a small team of experts working at gunpoint - mostly captive mutants. About ten lab techs.
The lab is guarded by about twenty people below ground.
There is Old World security measures on the lab, including automated gun turrets. The human raiders guarding the area have the same equipment as the above ground raiders in the gas station.
He doesn't know what they're doing in response to the gas station attack.

u-b
2023-01-31, 10:39 PM
He spies on the people and takes in more details.
1. Now many raiders, total?
2. How dispersed they are? How many Sean and Richard can target with their opening bursts?
3. What range can be assumed when the action starts? Say, 20 yards would be fine.

Shoot Da Moon
2023-02-01, 07:29 AM
1. Now many raiders, total?
2. How dispersed they are? How many Sean and Richard can target with their opening bursts?
3. What range can be assumed when the action starts? Say, 20 yards would be fine.

1) 14. Four on motorcycles.
2) Very dispersed. There is about two armed men watching over 5 or 6 prisoners at a time - consider one bad guy per 5 yards of the line. A burst fire has a good chance of hitting prisoners, but shooting two raiders that are near each other won't waste bullets between them and maybe avoid hurting the chained-up people.
3) Yeah, you can set the distance by sneaking, so 20 yards (and even cover!) is possible.

Shoot Da Moon
2023-02-02, 06:46 AM
No Darkness penalty, it's early morning.
The motorcycles hover around the middle of the line, but they go up and down to the front and back on occasions.
The line is about 50 yards, yes, but sometimes prisoners clump together, shortening it.
Motorcycle guys do not have cover.

All 3 hit the motorcycle guys' hearts...All dead!

Bart shoots and hits the last motorcycle guy in the head...3 hits, DEAD.

Sean shoots guards in the vitals, kills both his targets.

Combat time starts.

Shoot Da Moon
2023-02-05, 06:25 PM
Do you need specific game stats on the stuff you've found right now?

u-b
2023-02-06, 02:09 AM
Do you need specific game stats on the stuff you've found right now?
Well, not really need, but that'll have to get sorted sooner or later and I can as well do it now. Also see below.


OOC: there is 36 prisoners total. They all want at least 3 rations and 2 pints of water, do you have enough?
We have 63 out of needed 72 bottles of water if we don't tap into the individual allocations (the remaining 100 are likely left back at base, it is not specified), so I would rather distribute 9 bottles from the raiders. We do have plenty of food.


the cages
What are these things like and how are they transported?

Shoot Da Moon
2023-02-06, 09:17 AM
Well, not really need, but that'll have to get sorted sooner or later and I can as well do it now. Also see below.

We have 63 out of needed 72 bottles of water if we don't tap into the individual allocations (the remaining 100 are likely left back at base, it is not specified), so I would rather distribute 9 bottles from the raiders. We do have plenty of food.

What are these things like and how are they transported?

Alright. There's more than nine bottles of water in the raiders' supplies.
The cages are metal square platforms on four wheels, towed by other people. They are locked (not padlocks, the doors have integral mechanisms).

u-b
2023-02-07, 12:12 AM
They ask how many bullets they have for the guns.
To simplify accounting, they'll have...

87 rifle bullets [from] the enemy guns

Shoot Da Moon
2023-02-08, 08:16 PM
Did the image in my post work on your computer?
I did a map in Paint, did the host link work?

u-b
2023-02-08, 11:53 PM
Did the image in my post work on your computer?
I did a map in Paint, did the host link work?
It was completely invisible, but quoting the post I see the URL. It gives "502 Bad Gateway".

UPD: I've checked what works for me and https://postimages.org/ seemingly does.

u-b
2023-02-09, 04:09 AM
For reference, the map's working for me as-is.
And now for me too. It seems the site was having ittermittent problems. Saved to disk, so no need to re-upload it.

Shoot Da Moon
2023-02-09, 10:29 AM
That's what I get for using the first result of a Google search, I guess.

u-b
2023-02-10, 12:01 AM
The lift is currently raised. It looks like both it and the ladder lead to an underground room bigger than the square area of the entire gas station.

Looking down the ladder hatch, the room immediately below looks empty.
My question #31 is really about the lift and the ladder, not about the vent. I'll explain what I want to be learning. Look at the picture below.


https://i.postimg.cc/SspTLxn1/image.png
The purple arrangement of the doors of the lift and of the accompanied shaft is "bad" in a sense that it opens those descending to the fire of the two gun turrets (unless the lift is noticiably wider than the doors, which is possible). The orange arrangement is "good" in a sense that we can descend all the way down the ladder and relatively safely take a quick look around the corner at the turrets, exposing ourselves only as much as we want. Then again, the quote above talks about a large room, which does not seem to be on the picture. So...
36. Can we safely descend all the way down the ladder without being shot at (considering LoS to the turrets)?
37. If yes, what would be the minimum distance from a pair of adjacent hexes, one out of LoS of the turrets and the next one in LoS of the turrets, to the turrets themselves?

Shoot Da Moon
2023-02-10, 02:41 PM
My question #31 is really about the lift and the ladder, not about the vent. I'll explain what I want to be learning. Look at the picture below.


https://i.postimg.cc/SspTLxn1/image.png
The purple arrangement of the doors of the lift and of the accompanied shaft is "bad" in a sense that it opens those descending to the fire of the two gun turrets (unless the lift is noticiably wider than the doors, which is possible). The orange arrangement is "good" in a sense that we can descend all the way down the ladder and relatively safely take a quick look around the corner at the turrets, exposing ourselves only as much as we want. Then again, the quote above talks about a large room, which does not seem to be on the picture. So...
36. Can we safely descend all the way down the ladder without being shot at (considering LoS to the turrets)?
37. If yes, what would be the minimum distance from a pair of adjacent hexes, one out of LoS of the turrets and the next one in LoS of the turrets, to the turrets themselves?

36) Yes.
37) 5 yards distance.

u-b
2023-02-12, 05:29 AM
Might want to note Sean and Richard's ready gear and encumbrance levels as they enter the below ground area, just for easy reference.
I have updeted the doc's gear pages for Sean and Bart to reflect what they are taking. In short:
1. Sean goes in without his backpack, carrying 38.40 pounds for no encumbrance. This includes 6 loaded magazines (counding one attached to the rifle) and 1 grenade each of the 3 types we have. Notably, Sean does not expect much of shotguns or fragmentation, so he does not don limb armor.
2. Bart goes with his backpack, but that only contains what is necessary (M67 x12, stun x1 and a crash kit). He will have medium encumbrance (light if he drops the backpack). He loads the shotgun with multi-flechettes.

Shoot Da Moon
2023-02-12, 01:49 PM
Good. Thank you.
Richard, make sure you are prepared.

Volthawk
2023-02-13, 07:31 AM
Yeah, the doc reflects what Richard's going in with - his combat load, so nothing noted as carried but not equipped. Unlike Sean, he's going in heavier with his full armour and the gas mask (although that isn't actually being worn yet - he's bringing it along out of concern about what might be in the labs, so while they're moving in on the checkpoint and barracks he'll leave it off). He's got space for more grenades, but looking at the general gear list it looks like the ones we brought in the cars are all allocated.

u-b
2023-02-13, 08:05 AM
...
Since you've neither confirmed nor declined giving your steel plate to the volunteer, I've made the change with a comment, but feel free to reverse.

Volthawk
2023-02-13, 08:52 AM
Since you've neither confirmed nor declined giving your steel plate to the volunteer, I've made the change with a comment, but feel free to reverse.

Oh yeah, I forgot about that. That's fine. With that weight gone, made a few other changes (leaving the pistol behind, mainly) to get Richard into Light encumbrance.

Volthawk
2023-02-16, 02:28 AM
Just to double-check, does any of what we're seeing down there correspond to the information he gave us before - as in, can we confirm or deny that he was lying from the start (or if the map seems good, he just took an opportunity to get away when he saw it)?

Shoot Da Moon
2023-02-16, 11:01 PM
Just to double-check, does any of what we're seeing down there correspond to the information he gave us before - as in, can we confirm or deny that he was lying from the start (or if the map seems good, he just took an opportunity to get away when he saw it)?

He was probably lying like a fiend about everything. Your map is useless.

Shoot Da Moon
2023-02-21, 06:27 AM
Check on players; are you all still active?
What course of action would you like to pursue; looking for a way-in via a vent, or back to the city, or what?

Volthawk
2023-02-21, 06:37 AM
I'm good to head back to the city, just waited to see if u-b had anything more about the vents in mind.

u-b
2023-02-21, 07:28 AM
Nah, the plan is to go back, make a few calls and eventually talk to the captured guys again, at length, and to one at a time. Might have to wait after the meeting with VIP.

Shoot Da Moon
2023-02-22, 12:57 AM
Alright.

First thing first, rolls must be made; Navigation and Driving, to get to the destination.
Be sure to note how much fuel expended on the trip and how long it takes.
About 5 miles back to Bread Basket.

Shoot Da Moon
2023-02-24, 06:43 AM
Freeing the slaves gains every player-character one bonus Character Point!

u-b
2023-02-24, 08:40 AM
Freeing the slaves gains every player-character one bonus Character Point!
...and this gets immediately put into the "lessions learned" department (i.e. Detect Lies)...

u-b
2023-02-24, 01:29 PM
Need any help with the loot record? ... May need to go digging back in the thread...
The motorcycles are loaded with packs, no doubt supplies for the convoy.
The motorcycles all have backpacks containing lots of rations, water bottles, camping tools and a few medical supplies.
Well, I think I have everything covered, except the quoted part, and I will also need the flaws for the bikes (TL7 Heavy Bikes they are?).

Shoot Da Moon
2023-02-25, 06:28 AM
Well, I think I have everything covered, except the quoted part, and I will also need the flaws for the bikes (TL7 Heavy Bikes they are?).

Certainly.
The TL7 Heavy Bikes all have one flaw. -1 HT, -10% Top Speed, -10% Top Speed, -1 Handling.

The backpacks, in total, contain 204 rations, 160 plastic bottles of water, 57 empty plastic bottles, 6 two-man tents with 6 poles, 3 first aid kits, 9 sleeping bags, 8 torches, 5 belt pouches for carrying stuff, 10 personal basics sets, 8 boxes of matches, 3 cigarette lighters, and 60 yards of 3/8" rope.

The backpacks themselves are large frame ones.

Shoot Da Moon
2023-02-26, 05:56 AM
If you guys want to get a mortar and/or a RPG, you may need to go to an Old World military base and scavenge.

Shoot Da Moon
2023-03-04, 06:52 AM
Are you guys okay, or did my last post not answer enough?

u-b
2023-03-04, 07:35 AM
I'm mainly waiting for Richard. Can make a remark either before of after him, but generally Sean lets him decide how we proceed with this.

Shoot Da Moon
2023-03-07, 08:16 AM
What's your call, Richard?
Go after Bleu Bird?

u-b
2023-03-10, 07:00 AM
Whoops, didn't see that u-b had just posted while I had the post window open. Doesn't seem like anything contradictory between the two posts, thankfully.
Yep. I think Richard proceeds with everything Sean tells him over the radio, unless there is a clear reason not to (e.g. we might want to stop by those informants or change the plan if the bike is not here). Please position everyone as you see fit. I see maybe two militia men somewhere they can see both the parking lot and our car and maybe someone observing the back exit, and maybe some going inside with Richard, but that depends on how threatening Richard wants us to be to the people in and around the bar.

Volthawk
2023-03-10, 05:16 PM
GM, how far away are we from the gang in general, and the leader in particular?

Shoot Da Moon
2023-03-11, 12:17 PM
GM, how far away are we from the gang in general, and the leader in particular?

The furthest away anyone of you could be and still see inside the bar is 25 yards, to the front.
The leader is 5 yards inside the bar, from the front.
The rest of the gang is scattered just inside and just outside the bar front.
The motorcycles are 5 yards from the bar front.

Shoot Da Moon
2023-03-12, 06:40 AM
Good news, you meet up with Blue Bird...

Shoot Da Moon
2023-03-15, 10:44 PM
Nobody wants to help treat the injuries of the gangers you guys shot.

You guys alone may have to help them. Roll First Aid skill?

u-b
2023-03-21, 12:31 AM
Sean should roll Navigation and Driving, then Camouflage.
I've rolled most of the stuff already in #1332d (https://forums.giantitp.com/showsinglepost.php?p=25736940&postcount=1332), #1333d (https://forums.giantitp.com/showsinglepost.php?p=25736958&postcount=1333), #13324d (https://forums.giantitp.com/showsinglepost.php?p=25736960&postcount=1334) and adding camouflaging in #1336d (https://forums.giantitp.com/showsinglepost.php?p=25737730&postcount=1336). At darkness -7 add -1 penalty to Driving and Observation.

Shoot Da Moon
2023-03-22, 08:43 AM
Right, sorry.
Moving along.

Shoot Da Moon
2023-03-24, 04:03 AM
I am not sure how these two statements match each other, given the maximum possible darkness penalty of -9. And given the size of the penalty, -7 seems large enough. I'm fine either way, just making sure we are on the same page.

The current in-game time is late afternoon after driving 12 miles from Bread Basket. The Darkness penalty is not much, maybe only -3 (in the shadows) at worst.

In about 2 hours from now, the sun will go down and it will be Darkness -5. 1 hour and 30 minutes after that, the Darkness penalty will be -7 as night sets in.

Does that clarify things?

Richard, do you agree with Sean's idea?

Volthawk
2023-03-24, 06:24 AM
Richard, do you agree with Sean's idea?

Sure, sounds solid enough to me.

u-b
2023-03-25, 02:18 AM
Five men are at the sandbags (medium cover), spread out with at least 2 yards between any one of them. These guys all have SMGs and wearing metal armor corselets covering their torsos, groins and necks.
There's another five men spotted in heavier cover further away from the sandbag line (and each other), standing guard among the buildings, somewhat hidden and two are elevated on a second story.
Is that 10 total or 12 total? I think the VIP's men couldn't quickly re-target without losing their aim. We took just two of them here with us. The plan was to have 6 NPCs target 5 men in improved cover, because the VIP's men have simpler guns so they are to be assigned 2-to-1. If those 5 include the 2 on the second story, then the VIPs men can be assigned some target(s) other than what Richard and Sean are targeting, including one guy that Sean wasn't able to target. This still leaves one target that Sean has missed alive and well, no? I've rolled to hit him, if that is the case. Can post further actions, but want to know if he's out.

Shoot Da Moon
2023-03-26, 07:49 AM
10 enemies total, the two on the elevated platform were part of the five not at the sandbags. No further targets yet.

u-b
2023-03-31, 05:08 AM
It's a Ready to open the door, a Move and Attack action to charge forward and shoot.
Then two FPs spent to do both in one second and not have a penalty to shoot as per...

Heroic Charge: Make a Move and Attack without the usual Bulk penalty, skill cap, or any other negative effects.
Multi-Task: Take a turn in combat while simultaneouslydoing a simple, one-second noncombat task (e.g., dousinglights or taking off a backpack).

Yeah, waiting for Richard and hoping the wire does not run back to a sensor on this very same door.

u-b
2023-04-02, 01:19 PM
(OC: It's a det cord, that much is for sure, sorry if that wasn't clear before. Cutting the wire with a shortsword is a DX-based Explosives (EOD) roll at -3.)
So, Volthawk, just going in? Or do you have other ideas?

Volthawk
2023-04-02, 02:26 PM
So, Volthawk, just going in? Or do you have other ideas?

Oh sorry, Richard has no explosives skill so I was waiting to see if Sean had any chance of pulling that off. If not, then no, no other ideas and we can just charge in and hope for the best.

Shoot Da Moon
2023-04-03, 08:23 AM
Oh boy. Here comes the consequences...

u-b
2023-04-03, 08:44 AM
I think more people are going in, per #807, #809 and #810:
1. Richard goes first, so the door FP is on him.
2. Sean goes second, possibly overtaking Richard.
3. The dogs, possibly overtaking us both (just rolled for Bart to command them, it is a success).

Can we have a hand-drawn scheme of where we are enteting, with some rough distances? The intent per #810 is to go separate routes, at least a little, but I have no intention what leeway we have.

Shoot Da Moon
2023-04-04, 03:20 AM
The store’s back room, where the back door and dynamite are, is a rectangle, the way over to the other rooms is a simple open way (the door was removed long ago). The way through opens up to a corridor going to the front area and a set of stairs going up. The corridor is about 10 yards long, the entry to the front area comes 5 yards before the stairs, the stairs are at the end.
Going to the corridor from the back room door is 10 yards.
The det cord goes up the stairs.

Shoot Da Moon
2023-04-04, 12:01 PM
Richard, I assume you are keeping up with Sean as best as you can?

Volthawk
2023-04-04, 03:18 PM
Richard, I assume you are keeping up with Sean as best as you can?

Yeah, sorry, got a little mixed up in the situation there but yes, that's the plan.

Shoot Da Moon
2023-04-07, 12:41 PM
The grenade destroys most of the door.

Shoot Da Moon
2023-04-10, 12:16 PM
The upper floor hostiles are affected by the flash bang.

Shoot Da Moon
2023-04-13, 03:33 PM
The sub machine guns are all Bergmann MP18/I SMG. All eight have magazines loaded in, some of which are empty after the shootout. 3 more SMG magazines are in the upper floor room. 100 bullets for them are in total found in the search.

Composite crossbows are described in High-Tech. TL 7, ST 10+2: 1d+3 imp, Acc 4, Shots 1(4), Range 240/300, cost $(150x2)x8= $2400.
+2 ST for Damage and Range without increasing draw strength, x2 cost then x8 cost.

u-b
2023-04-13, 11:37 PM
metal mail corselets
This is the first time I hear about these things, can you clarify? Also, are they TL4, TL5 light or TL5 strong?


The illegal drugs are opioid pills and syringes of heroin.
We might need the amounts.

Shoot Da Moon
2023-04-14, 08:59 AM
This is the first time I hear about these things, can you clarify? Also, are they TL4, TL5 light or TL5 strong?

We might need the amounts.

It is TL 2, $230, 25 lbs., and DR 4/2* for the torso, neck, groin and vitals. They are not Cheap because they are made well enough of proper materials.

30 doses of heroin, 75 pills. You can get a huge payday for them, but most settlements ban them.

u-b
2023-04-14, 01:55 PM
The sub machine guns are all Bergmann MP18/I SMG.
Thinking of it, do they have, or seem to have had, serial numbers and/or factory marks?

Shoot Da Moon
2023-04-15, 10:18 AM
Thinking of it, do they have, or seem to have had, serial numbers and/or factory marks?

Yes. Not serial numbers, but definitely factory marks. It was made with advanced technology infrastructure that is rare in the New World.

Shoot Da Moon
2023-04-15, 11:54 AM
Everyone gains 1 bonus Character Point for successfully rescuing Daisy!

Richard learned a dangerous secret. Daisy is a mutant.
The exiles must decide if they inform Bread Basket security about Daisy's drug smuggling.
It seems the gas station is not even a little safe...

u-b
2023-04-16, 03:22 AM
Hmm... Sean was primarily intending to find an elevated fighting position for the militia, where they can hold against quadrupeds while Sean, Richard and Bart are below. A telephone pole does not quite cut it. We can get down all together, but then we might have to be creative getting up. If there no such position reachable anywhere, Sean might consider barricading on first floor.

The sheet PMed.

Volthawk
2023-04-16, 06:33 AM
Hm. For the Reputation thing, is it a situation where only one of us needs it improved for the group to benefit, or should Richard do the same to ensure it works (particularly given he's often the first one that does some talking)? If not, I suppose he's getting Interrogation up from IQ-1 to IQ.

u-b
2023-04-16, 06:42 AM
Daisy's mutations get a shrug from Richard, and while they're alone he quietly explains that they're not in the business of hunting mutants - hell, they've been able to negotiate with some of them, and in any case are well aware of the difference between the mutants that come from the cloning facilities and those that weren't mutated before but have become so after contact with certain Old World compounds (he's assuming Daisy is in the latter category). He's not going to say anything.
Does he do that with his helmet radio on or off?

Volthawk
2023-04-16, 06:44 AM
Does he do that with his helmet radio on or off?

Oh, off comms, but his Truthfulness means that if the topic of Daisy has come up between Richard and Sean after that point, it'll probably come up - he's not actively telling Sean at the time, but he's not deliberately keeping it a secret either, if that makes sense.

Shoot Da Moon
2023-04-17, 09:24 AM
The two of you need to think of a plan to protect yourselves from the wolves or avoid them, before it gets dark or the packs close in.

u-b
2023-04-17, 10:00 AM
The two of you need to think of a plan to protect yourselves from the wolves or avoid them, before it gets dark or the packs close in.
Hmm... Sean was primarily intending to find an elevated fighting position for the militia, where they can hold against quadrupeds while Sean, Richard and Bart are below. A telephone pole does not quite cut it. We can get down all together, but then we might have to be creative getting up. If there no such position reachable anywhere, Sean might consider barricading on first floor.
Well, we have two plans, and might invent some more if these look like they are not going to work.

Shoot Da Moon
2023-04-17, 10:43 AM
So Sean thinks he and his allies should dig in inside the gas station and underground?
What does Richard think?

u-b
2023-04-17, 10:58 AM
So Sean thinks he and his allies should dig in inside the gas station and underground?
I do not think we'll have to barricade underground. Either the roof or floor one. The raiders seemed to have some barricades around the building, so the materials are around, but it is at the moment unclear how much open space we have to cover (empty doorways, windows and such) and how long it is going to take. And Sean is not proposing anything yet, he is evaluating the options.

Volthawk
2023-04-17, 04:21 PM
Oh, did I forget to put it my post? Richard's not entirely sure, but given the fear factor has suggested gunning for the Gutter entrance (so even if some wolves do go down there, they're funneled so we won't get overwhelmed as easy), and then seeing the lay of the land on the way out. That does depend on how much distance there is between us and the entrance (ie how long we'll need to be in the open), the distance between us and where the wolves may be hiding (we know how far from the station they probably are, not sure if they can catch us closer before we get to the open area around the station or if its clear around us too), and whether or not the fortification plan would be a better solution. So yes, it depends.

Shoot Da Moon
2023-04-19, 12:55 PM
Are you waiting on me, or am I waiting on you?
I think I answered all your questions and reacted to what you guys were doing?

u-b
2023-04-19, 01:23 PM
I still am pretty sure I don't understand the situation, so not doing anything IC until I do. The things that are unclear (please clarify or quote yourself doins so):
1. Are we in or near the gas sation? Where exactly?
2. Are there any buildings anywhere nearby? Where exactly?
3. Do any of those buildings have potentially climbable second stories or roofs? Which exactly? We can make some collective effort to get people there.
4. Do any of those buildings have first floors that can be barricaded in some reasonable time? If so, what would be that time and how will we have to go about it (materials nearby, etc., with as much precision as can be had just looking at things)?

Shoot Da Moon
2023-04-20, 06:48 AM
I still am pretty sure I don't understand the situation, so not doing anything IC until I do. The things that are unclear (please clarify or quote yourself doins so):
1. Are we in or near the gas sation? Where exactly?
2. Are there any buildings anywhere nearby? Where exactly?
3. Do any of those buildings have potentially climbable second stories or roofs? Which exactly? We can make some collective effort to get people there.
4. Do any of those buildings have first floors that can be barricaded in some reasonable time? If so, what would be that time and how will we have to go about it (materials nearby, etc., with as much precision as can be had just looking at things)?

1) Near. You've got a place where you parked your cars, right? You can move closer to it if you wish.
2) Yes. The buildings nearby are about 20 yards from the gas station at least, most are further away. The furthest away is 50 yards.
3) Yes. Three of them, all of which are 30 yards away from the gas station, two of which are across the road.
4) Yes, if more than four people work together. It may require a group skill roll. Fortifying the floor against intruders would take (1dx5)+10 minutes of effort, it would involve moving large furniture inside the place in front of windows and doors.

Volthawk
2023-04-25, 09:54 AM
How far away are we from Gunmetal (or any other major settlement, I suppose, but Gunmetal would be best)? Wondering about how long someone taking a car to go there and try to get hold of something more suitable for the job would take.

Shoot Da Moon
2023-04-25, 06:33 PM
Well, probably the same distance as Bread Basket to Gunmetal plus or minus about 2 miles?

I think it’s 50 miles?

The cars can go about 12 miles per hour, IIRC?

u-b
2023-04-26, 12:35 PM
The cars can go about 12 miles per hour, IIRC?
The slower car of the two we now use can go as fast as 100 mph under ideal conditions (the one that is even slower is curently in town), which might or might not be multiplied by 0.8 for "convoy" sort of thing (B466; we use two cars), is surely modified by 0.6 for cruising speed (B463) and 0.5 for dirt roads (B466). So it seems to be 24..30 mph sustained. About four hours if the weather is good and the roads are dry.

Shoot Da Moon
2023-04-27, 08:04 AM
Well, if you’re sure, then we move onto the issue of fuel. How much is left in the tank?

u-b
2023-04-27, 11:47 AM
Well, if you’re sure, then we move onto the issue of fuel. How much is left in the tank?
Not sure, but that's the best calculation I have.

Speaking of tanks, we have them almost full and a lot more fuel as cargo, but the question is, do we want to get back there in four hours with something purchased at Gunmetal at night? I am not sure on that one. Was mainly waiting for Richard to make the proposal IC. Really, I think we can as well cut our losses. It's not like they plan to use this one exit anytime soon and we can as well find another at some point in time or let our Rangers do it all proper way when they are ready or something. I've rolled a check to see if those guys have worked complete underground. If not, we might keep an ambush around overnight. If yes, I'd rather just head to town and maybe do something some other day.

Shoot Da Moon
2023-04-27, 09:12 PM
Yeah, your Tracking roll tells any activity here was entirely done underground. No-one used the ladder or elevator. In addition, you can tell most of the activity was centered around the west, and narrow it down to one door in particular as where most people were coming in and out.

u-b
2023-04-27, 10:14 PM
Yeah, your Tracking roll tells any activity here was entirely done underground. No-one used the ladder or elevator. In addition, you can tell most of the activity was centered around the west, and narrow it down to one door in particular as where most people were coming in and out.
Is it the same or a different door than the one our guy ran through?

Shoot Da Moon
2023-04-28, 06:48 AM
Is it the same or a different door than the one our guy ran through?

Different one.

Volthawk
2023-04-28, 07:42 AM
A thought, while we're considering buying equipment: A while back, we were discussing getting Richard an entry shield. Given we're increasingly finding ourselves having to push into enemy-held positions, rather than being able to take them out from outside and force a surrender, maybe it's worth getting that shield (not sure if there's anything other than we'd need for this approach) so that if we end up in another "someone needs to move into a room that might have traps and/or people waiting to shoot" situation we have a better answer than just hoping we dodge well.

u-b
2023-04-28, 07:59 AM
Yeah, absolutely. We do have the funds now, with the recent addition, but I'd first talk to the people around in case getting them to cooperate also requires some funds.

Shoot Da Moon
2023-04-29, 06:13 AM
Be sure to note the book and page reference for the entry shield, not to mention the price (with TL modifiers).

Shoot Da Moon
2023-04-30, 10:34 PM
Yeah, get the convo about your shopping out of the way now, Sean and Richard. Because when times passes, things will proceed. Tomorrow will be a busy day.

u-b
2023-05-01, 02:10 AM
Yeah, get the convo about your shopping out of the way now, Sean and Richard. Because when times passes, things will proceed. Tomorrow will be a busy day.
The order is placed, but I think it's too late to sell stuff in the evening, so the morning it is.


The hotel will cost each member of the exiles' gang $5 equivalent in barter or bullets for the night.
We pay $10 per man and $5 per dog for both food and lodging. A total of 14 pistol cartridges.


Richard raises the possibility to Sean that perhaps they could go looking for some things to make the fabricator's job easier (and lower the price, he supposes) - there have to be batteries and power packs and such out there, even with time leading to many getting scavenged, and they've been able to hit up places that the average scavenger would steer clear of. It's more of a passing thought than a solid plan, mind, but he feels it's worth suggesting
Sean sees two problems with this approach. First, it would be highly non-deterministic, both in time spent and outcome achieved. Second, by now we seem to be more short on time than we are short on funds, so Sean is hesitant to spend more of the former to get more of the later. In fact, he is inclined to do it the other way around each time he has an opportunity. The production delay should not be counted as "time spent", because it does not prevent us from being busy with something.

Shoot Da Moon
2023-05-01, 07:29 AM
A brand new day.

Richard feels deeply unwell, but he is not hobbled by the trouble. Yet.

u-b
2023-05-01, 12:26 PM
Blue Bird's motorcycle is unflawed, for being worth full list price.
And a sidecar for $2000 base price?

Volthawk
2023-05-01, 03:12 PM
(OC: Richard, you lose 2 HP to toxic damage. Tell me when your current HP is below 2/3 max.)

Richard's got 12 max HP, so that puts him at 10/12 and, unless other injury happens and assuming the loss is consistent (and a quick check of Basic throws up that if it is a disease, the loss can't be healed until he recovers), it'll be two more intervals before he gets below 2/3 (since the next 2HP will put him at exactly 2/3).

Shoot Da Moon
2023-05-01, 09:51 PM
And a sidecar for $2000 base price?

Aye.

Sean does not manage to helpfully examine Richard. He thinks the man looks sick, but he can’t say with certainty more than that.

Shoot Da Moon
2023-05-03, 06:51 AM
5 yards distance from the shooter.
You’re both still in the car. They might mean DR and it’s harder to hit you?

u-b
2023-05-04, 03:26 AM
Will you allow or disallow fast-drawing the rifle from the car? I've made my fast-draw roll to see if your ruling makes a difference. It does.

Shoot Da Moon
2023-05-05, 01:34 AM
Will you allow or disallow fast-drawing the rifle from the car? I've made my fast-draw roll to see if your ruling makes a difference. It does.

Yeah. The rifle is probably sitting in an accessible place in your car. You can Fast-Draw it.

Shoot Da Moon
2023-05-10, 07:57 AM
Good news, your car is spared from the fire and so are you.
Bad news, the men with revolvers fled into cover and the fire is still quite blazing on the ground just near you (restricting movement).

u-b
2023-05-10, 10:54 PM
The pistoleros moved into two different buildings, both 20 yards away from Sean and across the street from one another.
Weren't they all close to the flamer guy? Sean should be within 7 yards of the flamer guy. How wide is the street?

Also, should the flamer guy roll to be killed / knocked out?

Sean is currently at zero HP.

Shoot Da Moon
2023-05-11, 04:41 AM
One of the pistoleros was close to the flamer guy. The other was across the street. The street is about 15 yards wide. The flamer guy is definitely out of the fight now. One arm gone, he’s either KO or dying.

I believe Sean has face DR 11?

u-b
2023-05-11, 06:16 AM
I think that was 10 injury not 11.
Oh, indeed. That one point of DR might well pay for it now.


Anyway, I think your FP is ALMOST at exhausted level, reducing ST, Move and Dodge. Watch out for that.
Yeah, no more extra effort or I'm halved.

Now a question: what would be the options for Sean to seek out cover that do not involve close contact with the nearest pistolero? Do they seem any better than following that pistolero wherever he went?

Volthawk
2023-05-11, 06:20 AM
So Richard's a few steps away from the car. Am I right in thinking that he currently can't see anyone - the pistoleros in the buildings, flamer guy down on the ground, and snipers off in the distance doing sneaky sniper things?

Shoot Da Moon
2023-05-11, 02:13 PM
Now a question: what would be the options for Sean to seek out cover that do not involve close contact with the nearest pistolero? Do they seem any better than following that pistolero wherever he went?

Back into the smoke, then into the car. Following a pistolero is much less safe, considering.


So Richard's a few steps away from the car. Am I right in thinking that he currently can't see anyone - the pistoleros in the buildings, flamer guy down on the ground, and snipers off in the distance doing sneaky sniper things?

You can see the very first pistolero shot, you can see the flamer guy down, the snipers are probably too far off and camouflaged to spot without an actual Observation roll. The gunmen in the buildings are out of sight.

Shoot Da Moon
2023-05-11, 05:21 PM
BTW, this forum has a rule about threads going to page 50 or something, right?

Because this thread and the dice roll thread are nearing 50.

u-b
2023-05-11, 11:59 PM
BTW, this forum has a rule about threads going to page 50 or something, right?

Because this thread and the dice roll thread are nearing 50.
Yeah, new thread it is. And dice thread is almost full too.

u-b
2023-05-12, 07:34 AM
The pistoleros moved into two different buildings, both 20 yards away from Sean Richard and across the street from one another.

The gunmen in the buildings are out of sight.

Those shots sounded bad, so Richard ran forward and firing...
I am not sure you can see the guys even after a move. You probably have seen them taking cover inside the buildings.

Speaking of buildings, are there any building entrances or corners anywhere near the smoke? Maybe where the first pistolero guy was? Sean thinks that, if the snipers had some sort of elevation or angle, trying to ride the car would be unsafe. Do they seem like they did? Do they seem like on the ground level further along the street? I know Sean does not have the exact locations, but maybe some hearing roll?

Shoot Da Moon
2023-05-12, 07:51 AM
I am not sure you can see the guys even after a move. You probably have seen them taking cover inside the buildings.

Speaking of buildings, are there any building entrances or corners anywhere near the smoke? Maybe where the first pistolero guy was? Sean thinks that, if the snipers had some sort of elevation or angle, trying to ride the car would be unsafe. Do they seem like they did? Do they seem like on the ground level further along the street? I know Sean does not have the exact locations, but maybe some hearing roll?

No, only one of the buildings could be considered in the smoke, and its entrance is around the corner and 6 yards. In fat, I think it is what was supposed to be “the clinic”.

The snipers probably have elevation on you both. A turn of Observation roll at -8 could locate them.

Gonna start new threads, then.

Shoot Da Moon
2023-05-13, 03:03 PM
How far exactly did Sean move this turn?

u-b
2023-05-14, 12:39 AM
How far exactly did Sean move this turn?
Full move, 7 yards.

Volthawk
2023-05-14, 04:36 AM
How far away are Richard and Sean now? Richard's about 7 or so yards from the car.

u-b
2023-05-14, 05:20 AM
How far away are Richard and Sean now? Richard's about 7 or so yards from the car.
Sean should be at about the same distance, but a bit to the side. He took two moves forward after one move sideways. He used heroic charge then and will use straight move now, so will have sprint bonus next round for 8 yards total movement and intends to get in the car the round after that. Richard is slower, but has not acted this round, so can get in the car at about the same time unless he drags the pistolero guy, which is all sorts of dangerous, but might be of some benefit trying to understand the situation later on. The pistolero guy should be somewhere around and sniper guys are probably targeting Sean, but your call on this one.

Shoot Da Moon
2023-05-14, 07:30 AM
Full move, 7 yards.

Being severely injured (less than 1/3 max HP) halves your Move and Dodge.

u-b
2023-05-14, 07:52 AM
Being severely injured (less than 1/3 max HP) halves your Move and Dodge.
Oh, indeed. Then three yards it is and Sean needs 5 to get to the car, one extra to move into. Shjould be plenty of time to drag the enemy guy there as well. Does smoke allow Sean to roll Stealth or something to break the aim of those guys?

Shoot Da Moon
2023-05-14, 10:46 AM
Rolling Stealth while in the smoke can get you behind cover, yes.

Shoot Da Moon
2023-05-16, 10:43 PM
New OOC thread;
https://forums.giantitp.com/showthread.php?656499-Worse-Than-The-Disease-OOC-2

Please post in there when you see this post.