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GM: Shoeshine
Players: Shoeshine, Savannah, Wanderer
Synopsis: A cult-leader style fake-indian shaman, Warden Churchale, has bribed some government types in the PCC to get access to pristine wilderness to take his shamanic apprentices Talismongering. With C-4. Red Eagle, a far more traditional shaman, wants Warden Churchale punished for his raping of the land (and possibly his students) and to give them an opportunity to come back to the true path. So he consults with the Draco Foundation on how to 'send a message' and the team, gathered by Shoeshine, certainly delivers. Because they didn't just knock the apprentices out but managed to convince them that what they were doing was wrong and that they would have an offer of teaching waiting for him, they get a small payout bonus,
Date: Mar. 6, 2073
Today's call to action comes from a guy named 'Shoeshine.' Some of you may know him as that wacky dwarf who smiles all the time and carries around a shoeshine kit full of goodies. Others of you might not know him, but get word from a friend of a friend - in Wanderer's case, that's Dogwalker, passing along news of some kinda work to be found. Considering that the meet location is the Draco Foundation building, third floor offices, and that they promise a meal voucher for Big D's Diner as well as parking validation, whatever kind of job it is is probably not directly illegal. Or at least not so illegal that someone wouldn't use a cop to pass it along.
Wanderer , in keeping with the legal requirements of the area, leaves his weapons stowed at home and approaches the meet without weapons to hand. He wears his long coat, hat and glasses but is for the moment unarmed. Not having had the bankroll for permits yet, he has to keep his toys at home or try and conceal them. In a large corporate office he considers even this unwise. He arrives some distance away early and walks there, stopping on his way to the meet at a hotdog cart and shows up with a half finished hotdog of unknown pedigree.
Interesting. Savannah sets aside her current projects and makes haste for the meeting. She'll dress for the area and leave anything interesting at home. She'll drop off her van in a public lot in a less restricted part of town and take public transportation to the Foundation. That accomplished, she'll head into the building with a confident smile.
The secretary at the front desk has enough information on the two of you to recognize you and direct you to an elevator that will take you directly (and only) to the third floor, where it's easy enough to find the tastefully appointed conference room. Shoeshine is already there, wearing his dapper little suit and with his shoeshining kit over to the side. The Johnson, a blond, male, smoothfaced human, introduces himself as, "Kuryakin. Pleased to meet you." When all are appropriately ready, he uses the monitor and projector to bring up the high-definition face of a grizzled.. no, a faux-grizzled, bearded man, from the shoulders up dressed in an outdoorsy silk-flannel and vest. "This is Warden Churchale. His family is an honorary member of the Cherokee, and quite wealthy, not to mention his shamanic abilities, thunderbird totem, and his political skills. He trains young shamans who fall under his sway, let's say. He is currently operating in the PCC. Our information indicatesthat he has recently bribed certain PCC individuals to give him free talismongering sway in a pristine area of wilderness out past Ostara Shamanic Park. Past information indicates that he will not treat the land with the respect that it is due and will gather herbals and minerals in a destructive manner. Our benefactor today wishes him, and all with him, 'bagged and tagged.'"
Kuryakin gets out a small case, and opens it. In it are ten ear-tags of the sort that one might use on cattle, punching it through the ear and locking it on. Two of them look to be of a larger size than that - like they might puncture the flesh and clamp down in a more ugly way - say, between the wrist bones? The tags have a certain smell of insect repellent to them, and have a red inscription of an eagle's feather. "Tag the ears of the students. Tag Warden Churchale's wrists. He will know by the red eagle's feather who is counting coup on him, and who is giving him a warning."
Looking over the tags, Savannah tilts her head and considers them with a faint nod of approval. Certainly a better solution than she was thinking they were going to ask for. She'll glance to Kuryakin and asks, "How competent are his students? Just starting out or well on their way to being able to operate on their own?" She'll look over to Wanderer to see if he has any questions as well.
Kuryakin says, "They are just starting out. Between the ages of sixteen to twenty. Some can summon minor spirits, some can weakly cast spells. They are in that time when they are just discovering their powers."
Wanderer hmmms and looks at the tags, momentarily confused by the usage of "bag and tag" but understands better now. He looks into the case and hmms softly, "You want his students tagged through the ear and him crucified in a more interesting way. Are they all on the reserve at this time or are they spread out?"
Kuryakin says, "I presume they are camping together but that is just a presumption. The area they could possibly be in is quite large and while I can give you some basic satellite coordinates, they are humans camping in a wooded area. They could have split off into smaller separate groups and I wouldn't know."
Shoeshine , for his part, is strangely quiet. He's usually much more talkative at these meets.
Wanderer nods, "Do you have a detailed map of the area available?"
Savannah nods to that, glancing sideways at Shoeshine thoughtfully. She'll glance back to their handler and remark, "Does this gentleman usually hire scouts or guards to travel along with them?"
Kuryakin brings up a map of the area about four miles as the crow files past Ostara Shamanic Park, and makes it available to Wanderer on an optical chip with a drag and drop. To Savannah he says, "No, he usually relies on his magic, his spirits, and his personal power."
The elf leans back and considers, nodding absently to the details. "I know that sort of person." Savannah leaves that comment standing, looking to the two men that are on the team for any questions or comments.
Wanderer pulls up the file and stores it, meshing it up with the gps coordinates of the reserve and storing it for the time being. He listens, "Spirits and personal power?" He frowms quietly and remembers his utter lack of spiritbuster ammunition. He says, "How long are they going to stay in the area?
Kuryakin says, "They are talismongering and they just got dropped in by helicopter. That means they will be on site for at least ten days."
Wanderer says, "How many are in the group? Is it only Churchale and his students?
"No vehicles? They are operating on foot only?" Savannah pulls out a datapad and makes a few notes, not being blessed (or cursed) with cybernetic enhancements and other geegaws.
Shoeshine pipes in with this one. "I'm pretty sure it's only Churchale and his students. They got dropped in by helicopter at a landing site so they didn't have to walk or drive. I'm here because I was on a previous run, mostly unrelated, that came up with this paydata on Churchale."
Shoeshine adds, "And I think it's Churchale and five or six students."
"Sounds fairly straightforward then. We address the problem and let the tags do all the talking. If they are smart, they'll want to pull out as soon as possible." Savannah glances to Shoeshine and asks, "Did you run into this guy or his students or have to battle against them?"
Shoeshine throws a look to Kuryakin who gives a curt nod back. "The previous run was to ferret out a corrupt mole in the permits department. It uncovered a lot more corruption than was thought, because it's the PCC. This is a followup case, going down the chain, to the people who feed the corruption."
"Oh. Okay." Savannah nods to that, filing it in the 'need to know' category and making a few more notes on her data pad. She checks the pop up box with all the salient points she is supposted to ask about: who, what, when, where, and how much. Oh! She'll look back to Kuryakin and says, "Go there, tag them, and be done with it? Do you want them left on the site or do we need to move them elsewhere after they are chastised?"
Kuryakin says, "Left on site. Confiscate their explosives. They can radio for a helicopter when they wake up, or finish their gathering in a natural way."
Wanderer shakes himself to, apparently having been viewing the park layout in his head or somesuch, and catches up to the conversation. He blinks, "I'm sorry I must have missed the earlier comment about explosives. Are you telling me they're planning to strip mine parts of the preserve?"
Kuryakin says, "That's the fast method of talismongering for minerals. You get substantially more, but only once. Then you've spoiled the area for further collections. Strip mining is not exactly right. They don't have all the equipment. What they'll be doing is blasting open rock formations."
Wanderer scowls, despite his technological bent, he is a creature of wide open spaces and wilderness, not the sprawl. "So we're talking industrial low-velocity high power explosives not landmines, C4, etcetera?"
Wanderer says, "Who was the chopper company that dropped them off?"
Kuryakin gives the name of a standard wilderness charter company licensed to work in the PCC and heavily regulated. "I don't think Churchale is that sophisticated with his explosives."
Savannah listen to the exchange, making notes of what is being said. Listen and learn, as she was taught.
Wanderer nods, "Alright, dynamite and so forth. How public has the opposition to him been? Every man in this world has enemies but is he expecting an ambush there?"
Shoeshine says, "Landmines and sixteen years olds is maybe not Churchale's style, but C4 definitely."
Wanderer nods and takes down the name of the charter company and may be able to do something with that information later. "Shoeshine, you've dealt with Churchale before?"
Shoeshine shakes his head. "Just read about him in the paydata."
Wanderer nods and looks at the photograph of Churchale, trying to come up with any other questions to ask. "How're we transporting out the explosives? Is it a small enough quantity to hump out of there ourselves or will we need to call for a transport?"
Kuryakin says dryly, "Whatever they are using, they are carrying it on their backs. I presume you can detonate it safely or carry it away."
Huh, didn't think of that. Savannah makes more notes, nodding to the questions asked, looking up as Kuryakin answers. She makes note for some backpacks for the trip.
Wanderer nods, "And what about awakened wildlife in the area? I'm not horribly concerned about most mundane creatures but I don't need a manticore deciding I'm up for the triple-check."
Kuryakin says, "It's a pristine wilderness region. Could be anything."
Wanderer nods and rubs the back of his neck. "There's a lot of the spiritual and magical here and I admit I'm at a bit of a loss when it comes to what to ask here." He looks over to Savannah and asks, "What am I missing?"
Savannah considers and shrugs, "We're likely missing a lot. That said, the novices shouldn't be too much of a worry. The main guy could be a problem, but if we are fast and alert we should be able to shut him down. I can deal with most of the spiritual problems we'll encounter."
She snaps her fingers, "Transportation."
Kuryakin says, "That's your job. The PCC is not what I would call friendly. But as we have seen, they are fairly corrupt."
"Of course." Savannah offers a smile and a shrug of her shoulders. "Time frame would be the length of time they are in the field, or did you need it sooner?"
Kuryakin says, "No point to it if they make it home safe."
Wanderer nods, "Or if they do the damage before we get there. I can be ready to go in an hour, just long enough for me to get a few tools. I rather not have to put up with a border crossing if I have to."
Kuryakin says, "Anything else?"
Wanderer blinks, "Wait, maybe I forgot something, but how much are we getting paid for all of this?"
Checking her list, Savannah shakes her head and starts to mention cost, but Wanderer beats her to it.
Kuryakin says, "Twenty thousand per person. If you run into something unexpected, like that manticore you mentioned, you may receive hazard pay."
«Plot» Shoeshine says, "Now, a pointless stealth vs perception check:"
«Auto-Judge[]» Shoeshine (#844) rolls Stealth:
1 4 4 4 5
«Auto-Judge[]» Wanderer (#10733) rolls Intelligence vs TN 5:
1 1 3 7 8 = 2 Successes
«Auto-Judge[]» Savannah (#1218) rolls Intelligence vs TN 5:
1 3 4 4 5 8 = 2 Successes
(Those of you who are attuned to social cues can detect a quick glance between Shoeshine and Kuryakin at the mention of pay. It means they probably have some kind of side deal going.)
«Plot After The Fact» Obviously, what Savannah and Wanderer catch is that Shoeshine is taking less money for this run as a favor to Kuryakin, to keep the price for the mission down. There's no way to be that specific on catching a glance, nor is Shoeshine going to out and out say it here, though they might get it out of him in casual conversation later.
Wanderer fixes Shoeshine with a stare, "Something else here we should know?"
Shoeshine 's young, wide-eyed face looks terribly innocent, as well as confused. "What?"
Savannah glances between Kuryakin and Shoeshine and shrugs. She's worked with both before and doesn't seem overly worried about it. She makes a notation on the cost on her pad and says, "I am in, of course." She'll power down the device and tuck it away.
Wanderer doesn't have any hope of getting any information out of them and nods, "I'm in." He gives his contact information to Savannah, "Would you like to meet on site in a few hours?"
Shoeshine says, "And I've already been in. How do you plan to get there?"
At this, Kuryakin distributes the vouchers for a free meal at Big D's Diner downstairs (with real meat!) and says, "Feel free to use the room if you like. the secretary out front can validate your parking on the way out. Bon chance." And he departs.
"You want to go in separately?" Savannah seems a bit taken aback by that, looking to the others and then to Mr. Kuryakin. She amends with, "Maybe we should talk .. Ah." She'll break off as the Johnson hands out food vouchers and for him to leave before asking, "Anyway. We want to go in apart?"
Wanderer says, "I was going to sneak across the border and meet you in the park itself. I've a little skill in stealth and wilderness survival. I don't want to go in seperately at all. But where do we meet or go there from here? I have most of my gear back at my home.
Shoeshine says "From the map, it seems like the first thing to do is cross the border with what tools we want, then we get to the park, and hoof it from there for about a day or so. Unless you have some kind of offroad vehicle. Or know someone with a vertibird.""
"Ah, that makes sense. Sorry, was a little confused." Savannah glances to Shoeshine and then to Wanderer and nods, "We can meet there if it makes it easier on everyone. I doubt I'll need much I'll have to sneak across a border." She'll shake her head, "I have a few vehicles, but nothing that is good off the road. Plus, they'd hear us coming out in the forest I'd think."
Wanderer says, "I have an offroad bike, but just one. I also don't like the idea of having a vehicle there that can be spotted or heard. I was just suggesting we meet on the other side of the border at…" He pulls up a map and looks for a decent, out of the way meeting spot near a road but not any rest areas or such. "I'm much happier going in on foot and if we have to observe for a day or so, doing so."
"Makes sense. Once we can see how they are laid out, maybe we can take them by surprise, like in the horror trids." Savannah glances to the others and offers a shrug. Seems more than reasonable to me.
Shoeshine says "Traditionally, I can get Kuryakin to move stuff over a border for me, but it usually costs me about a thousand y. So it's not up to me to make that deal for someone else. It would be cheaper if I don't bring the LMG, but without it, I'm down to minigrenades and they top out at about three hundred meters.""
Shoeshine adds, "None of which are silenced. For that it's down to pistols and dart guns.. oh! I'll bring plenty of narcoject darts.
Wanderer grins, "Well now the shoe is on the other hand, I've a selection of silenced toys."
Spreading her hands, Savannah remarks, "I have a ton of things, but I think I'll let you two play with the toys. I'll likely be busy ghostbusting and fending off magical people, unless we get extraordinarily lucky."
Shoeshine says, "So, my pistols, my dart gun, what do you have? If we have a small enough list we can get Kuryakin to do it for a thousand."
Wanderer nods, "Well there I'm woefully bereft. But that's something we all knew. I have my rifle and submachinegun that would need to be transported. I am pretty confident I can get to the park otherwise."
Shoeshine looks to Savannah. "Rifle, submachinegun, appropriate ammo… you?"
Shaking her head, Savannah remarks, "I'll get a stick once we get out there. I'm a so-so shot right now, so best I stick with defeating their magic; if things get dicey, I'll close into close combat and deal with them that way."
Shoeshine nods to this, and texts some on his pocsec. You can just bet that Kuryakin, knowing Shoeshine, has been waiting in his office and arranging weapons transport during this discussion because he knows that this call is coming.
«Auto-Judge[]» Shoeshine (#844) rolls Etiquette for "Pleeez?":
2 3 5 11
«Plot» Shoeshine says, "And so a discreetly hidden duffel bag with the weapons will be findable at your meet point outside Ostara Shamanic Park, no doubt bribed its way into place via the same corrupt network of people that you are gradually punishing."
«Plot» Shoeshine says, "Anything more to do and to plan before you cross the border in a normal way with a normal visa and head out backpacking?"
Wanderer will take the time to secure his wilderness kit, tent, associated goods, medkit, survival kit, rope, etc.
Savannah will be acquiring standard camping things from REI before going out.
Shoeshine , too, will probably have to hit Wally World for some gear of a lower class nature, plus the ubiquitious ration bars.
«Plot» Shoeshine says, "And with that, the gang is dressed appropriately, across the border on a standard visa, tromped through the park, and uncovered the bag of weapons in a dug-out hole under a bush. From here it is five miles as the crow flies to their approximate location."
Wanderer checks the weather forecasts for the next 14 days. Wanderer otherwise heads there.
«Plot» Shoeshine says, "Sunny, clear, cool, 55F. Forecast partly cloudy to cloudy."
«Plot» Shoeshine says, "The first task: Getting to them and finding their camp without being spotted. What… is your plan?"
Wanderer , on the trip up, looks over the map with an eye to rock formations that may be likely sorts of locations for the minerals they need as well as near handy water supplies.
«Auto-Judge[]» Wanderer (#10733) rolls Cartography:
1 3 3
«Auto-Judge[]» Wanderer (#10733) rolls Cartography for "Karma":
3 4 8
Wanderer asks, "Any ley-line nodes near there?
For her part, Savannah will check out the area for the aforementioned areas that these sort of people are interested in. She isn't much of an enchanter, but she knows some of the basics.
«Auto-Judge[]» Savannah (#1218) rolls Talismongering:
2 4
«Plot» Shoeshine says, "The various maps don't immediately state rock formations, but a little quasi-military skill in looking at the countour map indicates a high flat area where the helicopter probably laid down, very close to Kuryakin's given satellite coordinates. That would be the general area, and the path they took to at least one of their initial base camps. As for Talismongering, the further you go towards them the more pristine the area and there will be a general lack of trails - you follow deer paths and brooks and so forth. The ley-line nodes are back at Ostara Shamanic Park in the Elder's Grove there, but you are already past that area."
Savannah lets her gaze slip into the astral now and again, checking the general mood of the area; if they are truly causing mischief here, they may have upset the locals. Plus, paranormal critters may leave some tracks. She'll otherwise keep her magical signature low, letting her elementals stay off on their home planes and otherwise not raising a fuss.
«Plot» Shoeshine says, "So now we have 5 miles of overland wilderness travel in Denver in March which really means more like 7-8 miles. You have appropriate equipment. The weather is nice. The bad guys have been on site for 2 days and have 8 more to go. Do you travel by day or at night?"
«Plot» Savannah is easy either way. I have elfsight!
Wanderer says, "I rather travel at night. They'll be using lights and that'll give us ample warning before they see us. Adolescents won't be very disciplined and I doubt expecting us
Shoeshine says "I can see just fine at night as well. Let's do that."
«Plot» Shoeshine says, "Either way, it's a full day's travel. The choice of day or night really just determines how easy it is to be spotted by your enemies, and by the wilderness. moving at night, when it's cooler, keeps you warmer. By the end of a night you are likely less than a mile from their probable locations, which means it is time for dangerousness."
"Makes sense to me." Savannah will, somewhere along the way find a good stout walking stick as well, shifting her backpack and considering the woodland. "Not a bad area out here."
«Auto-Judge[]» Shoeshine (#844) rolls 3 for "The stealth of their camp minus 4":
1 3 5
«Plot» Shoeshine says, "Those with Vision Mag and lowlight may attempt to spot their camp!"
«Plot» Shoeshine says, "TN 2."
«Auto-Judge[]» Wanderer (#10733) rolls Intelligence:
2 3 3 4 5
«Auto-Judge[]» Shoeshine (#844) rolls Intelligence vs TN 2:
1 1 2 2 3 4 = 4 Successes
«Plot» Savannah says, "No vision mag."
Yep, there they are, pitched their tent in a clearing with good drainage. Of course it means you can see them here from this hilltop. Three tents, two people per tent, hanging packs to secure stuff from bears, fire pit and so forth. It was possible that they'd be in an obscured location just out of random chance, but it didn't turn out that way.
«Plot» Shoeshine says, "And now Stealths from everyone."
«Auto-Judge[]» Shoeshine (#844) rolls Stealth:
1 4 4 5 9
«Auto-Judge[]» Wanderer (#10733) rolls Stealth for "Ruth Jumpsuit, Suitable camo":
2 3 5 5 8 10
«Auto-Judge[]» Savannah (#1218) rolls Stealth for "I am one with the night.":
2 4 8
«Auto-Judge[]» Shoeshine (#844) rolls 7 vs TN 14 for "Their average Int is 5. There are 6 of them so in arithmetic progression they get +2 dice. They do not have cyber though they have binoculars and things, so they take a +6 tn penalty to spot a glimmer and be interested enough to look at you with binoculars.":
2 2 4 4 4 5 5 = 0 Successes
«Plot» Shoeshine says, "So they do not have people on guard. They do not seem to see you. They seem to have a perfectly normal camp. What they have in their tents is unknown. You are a little less than a mile away. It would be well and truly daylight before you could get to them physically."
Savannah stays well within the brush and quiet, eyes searching the night, ears pricking to listen for the sounds of campers moving about. She'll eat a bit of dried fruit while they watch, getting a feeling for the area and what they have to use.
Wanderer says, "I'd like to watch them for a day, and start our little horror movie montage at night. Find out where the lead monkey is and the disposition of all his troops. I also don't know if they have any spirits watching the place and have no way of finding out."
Shoeshine has his magic bullets loaded in a pistol just in case, and his gel rounds in the other, while his dart pistol is what's set up for quickdraw. "Sounds good for me." He asks Savannah, "Can you see their spirits from here?"
"I can find out, but I'd have to get closer to do it. If I send watchers roaming out there, they'll probably get very curious. Not a lot of free watchers wandering out in the woods." Savannah lets the others watch for the moment, resting against a tree.
«Plot» Shoeshine says, "So, waiting a day and observing from hide is what I hear. Moving forwards."
Wanderer leans back against a tree and begins to assemble and check over his rifle, loading it with gel rounds.
Shoeshine helps set up the hidden camp as the sun rises. Knowing where their camp is, it can be made impossible to see. The only danger is someone with binoculars looking exactly exactly right here and seeing the people peering at them through the brush. Of course, the reverse problem applies. When they get behind a tree, they can't be seen either.
Of the many things that can be said about Warden Churchale, the first is that he's not prejuidiced. Of the four girls he is 'instructing,' one is human, one elf, one ork, and one troll, and when he's speaking to them he stands very close to them and puts his hands on them in a familiar fashion. Some seem uncomfortable with this, some seem cowed by his obvious strength of personality. The one boy is also the youngest of all of them, the sixteen year old, and hasn't hit his growth spurt yet, although he's the only one other than Churchale that has a rifle. The girls all have pistols and bear spray and bells on their belts to let the grizzly bears know who's coming, as the joke goes. Even from here, he can be seen to make grandiose gestures, and to guide them through the camping process as one might to a bunch of city kids who just happen to have a talent for magic whether or not this is actually the case. And then…
«Auto-Judge[]» Shoeshine (#844) rolls 12 vs TN 7 for "no background count here, F7 forest spirit":
1 3 3 3 4 4 4 5 5 8 8 11 = 3 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 8 vs TN 7 for "Against 7M stun":
1 2 2 3 4 5 7 9 = 2 Successes
«Plot» Shoeshine says, "He gets 3 services from an F7 Forest spirit and takes light drain, which will go away reasonably quickly."
Churchale can be seen to make one of his grandiose gestures towards a tree as he speaks to it. Then he turns away, and they are hiking, and pass into and out of sight.
«Plot» Shoeshine says, "Waiting the whole day?"
Wanderer tries to spot which tent is Churchale's, which is rifleboy's, etc.
«Plot» Shoeshine says, "This you know."
Wanderer says, "I think it'd be easier to work on them at night."
"It works to our advantage if more of us can see in the dark than they can." Savannah agrees. "As for the rest, I have a few ideas that might slow them down a great deal, depending on what you want to do."
Bang!< Was that a rifleshot? No, the sound is wrong. That was plastique. An hour later, >Bang!< again.
"We may have waited too long." Savannah frets and raises up a bit to see what she can, shedding what gear she doesn't need.
Wanderer says, "Damn. They're already starting on that." He frowns at that, "Well the first and easy way is to deal with their guards at night, if they even have any, and pull the tents down around the younglings." He sighs at the sounds and tries to make his way to see their excavation site."
«Auto-Judge[]» Wanderer (#10733) rolls Stealth:
1 2 2 3 3 10
«Auto-Judge[]» Wanderer (#10733) rolls Navigation:
2 5 9
«Auto-Judge[]» Shoeshine (#844) rolls 5 for "-2 randomness of stealth":
1 2 5 5 5
«Plot» Shoeshine says, "Perception. (Int) with Vision Mag."
«Auto-Judge[]» Wanderer (#10733) rolls Intelligence for "Vision Mag":
1 1 1 4 8
«Auto-Judge[]» Shoeshine (#844) rolls 7 vs TN 20 for "stealth 10 +4 camo ruth +6 distance":
1 1 2 2 3 5 9 = 0 Successes
«Auto-Judge[]» Savannah (#1218) rolls Stealth:
2 4 5
Wanderer says, "The big threat is Churchale, why don't we just drop him from cover and then mop up the remainder?"
Just as the sound of >crackcrackcrack!< can be heard, Wanderer manages to get a decent view. That IS a rifle - Churchale with a Remington 950 shooting a doe who didn't know enough about humans to run because these are supposed to be protected lands. He shoots pretty quick in succession. Is he wired? Might be, or maybe some other boosting.
"Not a bad idea. He is fairly competent in his own way. The others will likely try to scatter if things get out of hand." The elven girl chews her lip and nods, "And before they can blow up more of the area might be a good idea…" She pauses and listens to the gunfire.
Wanderer settles into position and looks at Monkeyboy, seeing what armor he has and getting a bead on him, taking a moment to aim.
Lunchtime for them involves slaughtering the doe. Churchale knows how to do it for real. Dinner will be fresh venison. (And extreme rifle range for Remington 950 is 750 meters, less than half a mile, which you are outside.)
Wanderer sneaks, under cover of camo and ruthenium to where he can get a clean clear shot at Churchale, moving as quietly as he can.
«Plot» Shoeshine says, "I am hearing that you are moving into 'go-time' here during the day, when everyone can see and hear, is that correct?"
Wanderer will unless Savannah thinks the damage Churchale is doing isn't sufficient to cause real problems to the area and then we'll go at night instead.
«Plot» Savannah says, "Will the few explosions so far cause irrepairable problems yet?"
«Plot» Shoeshine says, "Only in the areas of the explosions. Basically, you know that he is coming onto the middle of day 3 of a ten day stay. The question is, do you let him continue such actions for the fullness of day 3 so as to take them hopefully unawares, or do you consider the unrepentant grossness of what they are doing such that it has to stop now. That will likely be about 6 more blasts, for example, and who knows how much random huntard stuff. That's your choice."
Wanderer says, "I say we hammer him hard from stealth to try and get him down immediately, here and now, just when they're preparing to blow another explosion. No one will be paying attention to anything but something about to go boom."
Shoeshine says "My non-deadly range is sixty meters."
Wanderer says, "If we time it when they make an explosion they may not even notice some of their outliers being incapacitated.
Looking to Shoeshine and Wanderer, Savannah suggests, "Let's wrap this guy up now. I'm not willing to let him keep going like this." She nods to Wanderer's comments and says, "So we need to get closer, then. Maybe skirt around them while they are dressing the deer and cooking, get in their path and take them from there?"
Wanderer nods, "I can deal with them from a considerable range. Let me get into position and then I'll loan you my jumpsuit, Shoeshine, so you can get closer, unless you need it more."
Shoeshine gives a wry, quiet chuckle to Wanderer. "Don't think it could fit me."
«Plot» Shoeshine says, "Based on your Talismongering knowledge, the reason it's about an hour between blasts is because after you blast, you gather everything revealed. So you can sneak up as they are laying that next explosive, and attempt to hit them just before or as they blow it. The terrain here is not such that it takes hours. but you will be moving during the day, and much closer, so you've not getting range bonuses any more."
"I don't even know how to use one of those," Savannah says, chuckling. "If it is easy, sure, otherwise I'll do it the old fashioned way." She looks off for a moment, murmuring to herself perhaps, "I know that. No, not yet." She looks back and shrugs, "Still, get in close and hit them from all sides?"
Shoeshine says, "Okay. Radio contact, I'll keep you in sight," he says to Savannah, "and let you know when I'm close enough. Then you," he says to Wanderer, "call go with your shots?"
Wanderer smirks, "tie it over your neck like a cloak?" He shakes his head and says "It's easy enough. Basically just a good camoflauge suit." He nods, "You two get as close as you can, I'll provide cover from my hiding spot. I'm a range fighter for preference and we can coordinate to all hit at once."
"I meant the .. " Savannah just chuckles and nods, mentally drawing her elemental friends in for the action, of which she'll continue to do for the next several seconds until they have all arrived with bells on, as they say. She hefts her stick and figures out how to turn the ruthenium as they head out.
«Plot» Shoeshine says, "Okay! I have the plan. So here is my question. Wanderer, you have told me that you actually wanted to 'go in' with your first stealth check back up there which was…10. Do you want that to stand for your moving into position or do you want to roll again? I sort of misinterpreted it and forced this discussion of the plan for what I happen to know."
Wanderer shows her how and then proceeds into his vantage, he's looking to find a position he can see the entire group from that provides good cover for himself. He'll cut shrubbery into a makeshift blind/ghillie suit.
«Plot» Wanderer is going in.
«Auto-Judge[]» Wanderer (#10733) rolls Wilderness Survival for "Making A Blind":
2 2 3 3 4
«Auto-Judge[]» Wanderer (#10733) rolls Stealth:
1 1 1 2 3 3
«OOC» Shoeshine says, "Hi-larious. Let's hope everyone gets spotted and that way I'm not extra-bastardy about having given you the option to not roll and you deciding to roll and doing worse."
«Plot» Shoeshine says, "Savannah, I am hearing that you have your elementals in the astral with you as you sneak up?"
«OOC» Savannah says, "You hear correctly. Because otherwise I'll be wasting most of the fight summoning them and wont that be fun."
«Plot» Shoeshine says, "Yep. State their natures and forces, make no expenditures (because you haven't commanded them yet.)"
«Plot» Savannah says, "Elementals on tap: F4 and F5 Air, 2x F4 Earth, 2x F4 Fire, F4 and F5 Water. All Great"
«Plot» Savannah says, "Sorry, and F4 Ally Spirit"
«Plot» Shoeshine says, "Wowsers. Okay. So, the big thing that you are doing is trying to sneak past a Forest spirit patrolling its forest domain around Churchale, who is looking for you people and going to warn him if he spots you. Ruth and cut branches and so forth aren't going to help against the astral sight of the spirit. So, Savannah, are you astrally watching as you sneak up, which would make your stealth check -2, and sadly, your elementals make stealth checks at -4 because they are defaulting because they don't have a stealth skill. Your ally spirit may have a stealth skill though and may save you depending. So roll your stealths, and you can stop rolling your elemental stealths once one of them gets a TN 2."
«Plot» Savannah is astrally watching via her ally.
«Plot» Shoeshine says, "Okay, no penalty for you, stealth away."
«Auto-Judge[]» Shoeshine (#844) rolls Stealth:
1 2 3 3 5
«Auto-Judge[]» Shoeshine (#844) rolls Stealth for "kp 1":
3 3 4 4 11
«Auto-Judge[]» Savannah (#1218) rolls 4 for "Defaulting F4 Air Elemental":
2 4 8 11
«Auto-Judge[]» Savannah (#1218) rolls 5 for "Defaulting F5 Air Elemental":
1 2 2 2 10
«Auto-Judge[]» Savannah (#1218) rolls 4 for "Defaulting F4 Earth Elemental":
2 2 3 4
«OOC» Savannah says, "Er, stop there?"
«OOC» Shoeshine says, "Yes."
«OOC» Savannah says, "We're all gonna die!!!!"
«OOC» Wanderer says, "Yeeeah."
«Plot» Shoeshine says, "This was the part earlier where you saw Churchale talking grandiosely to the tree - ordering it to patrol for intruders all day, and to use its Concealment power on itself. As per the earlier roll, it has 1 spare service remaining."
«Auto-Judge[]» Shoeshine (#844) rolls 7 vs TN 2 for "It's TN 2 to spot that elemental, it's TN 3 to spot Wanderer as he comes into the desired range, 11 to spot Shoeshine, Savannah should give me a roll…":
1 1 1 1 3 5 10 = 3 Successes
«Plot» Shoeshine says, "Could have been worse. Now, the stealth of the forest spirit:"
«Auto-Judge[]» Savannah (#1218) rolls Stealth for "-2 + ruth":
4 5 13
«Auto-Judge[]» Shoeshine (#844) rolls 5 for "It defaults at -4, but it is using Concealment for +7.":
3 3 5 5 10
«Plot» Shoeshine says, "So the ally spirit has a perception tn 13 to spot the concealed forest spirit spotting you guys and zooming to tell the boss. The elementals may see it, but they haven't been ordered to say boo and use services to tell you about stuff. So it's the ally spirit whom you guys can trigger on."
«Auto-Judge[]» Savannah (#1218) rolls 6 vs TN 13 for "Do I see you Mr. Forest Spirit?":
1 3 4 5 5 9 = 0 Successes
So, it's about when Wanderer is easing into a position between 700 and 750 meters and looking for an optimum angle, one where he can get in several shots as they rabbit, but he's not there yet. As per the plan, Savannah (and her army) and Shoeshine are creeping up, and they are perhaps 300 meters from the base zone when… they all break for cover.
«Auto-Judge[]» Wanderer (#10733) rolls Initiative with a result of 21.
«Auto-Judge[]» Savannah (#1218) rolls Initiative with a result of 8.
«Auto-Judge[]» Shoeshine (#844) rolls 4 for "+6 Churchale":
2 3 4 4
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+3 kidlets":
1
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+17 forest just for tracking":
8
«Auto-Judge[]» Shoeshine (#844) rolls Initiative with a result of 19.
«Plot» Shoeshine says, "25 forest spirit waiting for orders, Wanderer who is not in optimum position at 21, Shoeshine 19, Churcale 19, Savannah 8, Kids 4,
«Plot» Shoeshine says, "Forest spirit waits, Wanderer! Your current position is Extreme range and +4 cover to shoot Churchale because they jumped the gun."
Wanderer takes the shot he has now, on Churchale, settling into position and letting fly. What does Churchale have on him? Who has the rifle?
«Plot» Shoeshine says, "Churchale has a rifle, the 16 year old boy has a rifle. Both Remington 950."
Wanderer aims at Churchale.
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 6 vs TN 8 for "Extreme Range down to TN 4 with vision mag3, +4 Cover":
1 1 2 3 3 3 4 4 4 5 10 11 = 2 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 4 vs TN 4 for "Dodging the bullet because I've been told there's a rifleman":
4 9 11 11 = 4 Successes
«Plot» Fully dodged.
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 4 vs TN 8 for "Extreme Range down to TN 4 with vision mag3, +4 Cover":
1 1 3 4 4 4 7 8 9 10 = 3 Successes
Wanderer is using gel rounds.
«Auto-Judge[]» Shoeshine (#844) rolls 5 vs TN 4 for "Ouch, that's all his combat pool for the round.":
1 1 1 3 4 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 5 - 1 vs TN 4 for "kp 1":
2 5 5 8 = 3 Successes
«Plot» Fully dodged.
Almost preternaturally, in fact guaranteed preternaturally, he dives for cover making the gel rounds splay well behind him. The fear has definitely been put into him, that's for sure.
Wanderer scowls and says nothing, angry at the bastard's ability to weave but the rush of the wired reflexes isn't over and he's still keeping his eye on Churchale.
«Plot» Shoeshine says, "Shoeshine! Just moves up, having nothing for this range."
«Plot» Shoeshine says, "Churchale! He gets behind full cover, since he was told where the rifleman is. He doesn't know where Savannah and Shoeshine are but that doesn't matter, all he does is use up his last command to the forest spirit. You can't hear it, but chances are it's something like, "Have at.""
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "1-3 Wanderer, 4+ the spirit I saw":
3
«Plot» Shoeshine says, "The Forest Spirit pops up from behind the rock it was hiding behind to materialize and warn Churchale, so it can use the Confusion power on Wanderer at F7. He has to make a Willpower test F7 to act next time he has a chance, and he is at +7 TN until the spirit is dealt with."
«Plot» Shoeshine says, "Savannah, your turn on 8. The forest spirit is under partial cover."
«Plot» Savannah says, "Orders to Fire, Water elementals: Find and destroy enemy spirits."
Savannah pauses in her movement forward, mentally chastising herself as everyone scatters and gunfire starts. She'll direct a portion of her attention to her army and selects four of the elementals, making a scattering gesture with her right hand. "Find them, guys, and make them go home." She'll give the order and send half her army out to take out the enemy, reserving the others for her next engagement. Rachel comments quietly, "I told you they'd see us."
The fire elementals look around for a moment and spot prey. The creatures confer briefly in the hissing flame-like language of wherever they are from before moving forth through the treeline, the active life force blocking and obstructing their path. They are bound to moving much slower through the living obstructions, but still forward like flaming hounds.
The Water Elementals are slower to the draw and move out as well, their snake-like forms weaving through the brush as they seek out spirits to crush and drown.
«Plot» Shoeshine says, "Fire and Water move forwards (superfast astral speed is only for out of combat and has minimum distances the way I play it) , The Kids!"
When in panic, fear, and doubt; run in circles scream and shout! That's pretty much what they do. They were in fact told to 'all right, nobody do anything special.. I want you to run for cover when I say now… go now! Now!' They are not too great at what cover means, but they are mostly prone and behind stuff, some more or less exposed than others. The kid with the rifle has it like he could shoot at something if he saw it.
«Plot» Shoeshine says, "Second pass! Wanderer at 11. First, you must make a Willpower test TN 7 to act at all."
«Auto-Judge[]» Wanderer (#10733) rolls Willpower:
1 2 3 5 7
«Plot» Shoeshine says, "Well done. You may act normally. Churchale has full cover from you, he knows your location."
«Plot» Wanderer nods, "Kid with rifle?"
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "1-3 kid has bad/no cover, 4+ kid has good cover":
3
«Plot» Shoeshine says, "Kid has no cover from you."
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 11 for "Extreme Range down to TN 4 with vision mag3, +7 Magic":
1 1 1 3 4 22 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 6 vs TN 4 for "Aaaaa!":
2 3 4 4 5 11 = 4 Successes
«Plot» Shoeshine says, "Kid dodges, using up all his combat pool."
Wanderer squeezes off a gel round at the kid with the rifle, scowling at the dodge and pulls the trigger again, fighting like hell against that spell and feeling like he's about to throw up from the vertigo and confusion.
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 11 for "Extreme Range down to TN 4 with vision mag3, +7 Magic":
3 4 5 5 5 11 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 3 vs TN 7 for "Kid is not wearing armor, Remington 950 is 9S damage, so with Gel it is 7S impact":
2 5 11 = 1 Success
«Plot» Shoeshine says, "Kid takes Serious stun, having removed the 1 success and leaving it at Serious stun."
A palpable hit! Let's see how the kid does with it.
«Plot» Shoeshine says, "Shoeshine is moving in. You'll hear that a lot."
«Plot» Shoeshine says, "As are the elementals."
«Plot» Shoeshine says, "Forest spirit: The forest spirit saw at least one spirit, and the spirits are now moving forwards quickly, so it confuses the next one. Call it the first fire, at +7 tn. (The forest spirit is going to continue this until it has 7 people/spirits under Confusion, which is its max.)"
«Plot» Shoeshine says, "Churchale at 9. He shouts orders to the kids, who have no actions, and draws and readies his rifle."
«Plot» Shoeshine says, "Third pass. Wanderer, on 1."
Wanderer ignores the kid he just shot, for the moment, and keeps his eye peeled for Churchale. The rifle's aimed at the rock and Wanderer readies to shoot him should he show his face.
«Plot» Shoeshine says, "And, a ready action into the next turn."
«Plot» Shoeshine says, "Inits for all! Savannah, you can tell me how far your elementals are. Shoeshine has gone 20 meters or so."
«Auto-Judge[]» Wanderer (#10733) rolls Initiative with a result of 24.
«Auto-Judge[]» Shoeshine (#844) rolls Initiative with a result of 25.
«Auto-Judge[]» Savannah (#1218) rolls Initiative with a result of 8.
«Auto-Judge[]» Shoeshine (#844) rolls 4 for "+6 Churchale":
1 1 3 11
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+3 kids":
1
«Plot» Savannah says, "Fire elementals have a movement of F4 x 3. Water elementals have a movement of F4/F5 x 2"
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+17 forest spirit .":
11
«Plot» Shoeshine says, "Shoeshine 25, Wanderer 24, Forest 23, Churchale 17, Kids 4. Shoeshine runs forwards, athletically!"
«Auto-Judge[]» Shoeshine (#844) rolls Athletics vs TN 4:
1 3 3 9 = 1 Success
Shoeshine stumps along at a run. Yes, he should have paid extra to get his LMG in here. But he's already a wanted criminal in the PCC see, and an LMG in here is not the smartest of moves. Here at least he can plant the guns on Wanderer or something.
«Plot» Shoeshine says, "Shoeshine will go 22 meters this round total."
«Plot» Shoeshine says, "Wanderer. Because Churchale didn't go before you, your ready expires, and it's just your turn. He's still under total cover."
Wanderer continues to hold his rifle ready, fighting the waves of nausea, he has to put a hurt on that mage.
«Plot» Shoeshine says, "Churchale! Yea verily, he does indeed pop up to take a shot. In a slightly different location because he's trying to be clever. He will get +4 cover and +7 confusion against you. Knock yourself out. :)"
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 6 vs TN 15 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover":
1 1 1 2 2 3 4 5 8 9 14 15 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 3 vs TN 4:
1 1 1 = 0 Successes
«Plot» Shoeshine says, "botch. He spends 1 karma to simply totally fail. He is now at KP 2."
«Auto-Judge[]» Shoeshine (#844) rolls 5 + 1 vs TN 3 for "He has impact 4 on his dikoted armored vest with plates, for a tn 3. He spends 1kp for an additional die and is at kp 3.":
1 2 3 5 5 5 = 4 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 5 + 1 - 4 vs TN 3 for "kp4":
3 4 = 2 Successes
«Plot» Shoeshine says, "That's light stun."
«Auto-Judge[]» Shoeshine (#844) rolls 5 vs TN 7 for "Knockdown":
1 4 4 4 5 = 0 Successes
«Plot» Shoeshine says, "And he is knocked prone and loses his action. He spend the rest of it scrabbling back under full cover."
Wanderer squeezes the trigger, feeling the rifle jerk back against his shoulder as he finally sees the bastard. Wanderer feels the rifle settle back in time to see Churchale take one hit and stumble back, he pulls the trigger again, trying to get another round off before the bastard gets out of sight once more.
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 4 vs TN 15 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover":
2 2 2 3 3 3 3 4 8 9 = 0 Successes
Wanderer 's rifle sways to the side and a round zings off to splatter against a rock as Wanderer has to close his eyes for a moment, "Oh god, I'm gonna puke." he murmurs.
«Plot» Shoeshine says, "Forest spirit!"
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "1 annoying dwarf, 2+ annoying spirits":
4
«Plot» Shoeshine says, "The forest spirit confuses the next fire spirit. He has 3 confusions up."
«Plot» Shoeshine says, "(I swapped the forest spirit and Churchale in the order, sorry. Makes little difference.)"
«Plot» Shoeshine says, "And finally, Savannah!"
«Plot» Savannah says, "Order: Earth elemental use Movement on Shoeshine. Speak a phrase."
Commlink-Sunshine> Savannah says, "Super Dwarf Speed incoming."
Savannah crooks a finger at one of the Earth Elementals and gives it the order to increase the dwarf's movement towards the enemy. She leans against a tree a moment to catch her breath and get a sighting on what is going on, mentally cursing her normal sight.
Shoeshine takes a deeeep breath, and VOOM!
«Auto-Judge[]» Savannah (#1218) uses 1 of item 1: Great Form F4 Earth Elemental from Services (#1242).
«Auto-Judge[]» Savannah (#1218) uses 1 of item 3: Great Form F4 Fire Elemental from Services (#1242).
«Auto-Judge[]» Savannah (#1218) uses 1 of item 4: Great Form F4 Water Elemental from Services (#1242).
«Auto-Judge[]» Savannah (#1218) uses 1 of item 7: Great Form F5 Water Elemental from Services (#1242).
«Auto-Judge[]» Savannah (#1218) uses 1 of item 8: Great Form F4 Fire Elemental from Services (#1242).
«Plot» Shoeshine says, "The kids! The kid with the rifle drops it and scrabbles for full cover, crying like a little baby from the gel round's smitingness. The girls all whip out their pocsecs and try to get signal. Like As If. The radio equipment is back at camp what as they use to call the helicopter back."
«Plot» Shoeshine says, "Second pass, Shoeshine, let me calculate… he's gone 20 yards so far, then 7 yards the beginning, then 7x4 is 28, so he is now at 55 yards of 300. Sadly, he's also become a much more dangerous target."
«Plot» Shoeshine says, "Wanderer:"
Wanderer doesn't give Churchale a moment's breather. He know he's completely outclassed in the issue with the spirit, so he keeps his rifle ready and keeps trying to keep from seeing his lunch again.
«Plot» Shoeshine says, "The forest spirit:"
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "1-3 Shoeshine, 4+ a water spirit":
2
Alas, the super speed dwarf incoming trick has also caught the forest spirit's attention. It takes but a glance to put the confusion of the forest upon him. But will it work on his superior dwarven will? (The answer is yess, but how well?)
«Plot» Shoeshine says, "Churchale will pop up to try it again. He can't be that good, can he? And… why is this guy only shooting gel rounds? Oh no.. they're trying to take him alive!"
«Plot» Shoeshine says, "Churchale pops up to partial cover, take your shots."
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 15 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover":
1 1 2 4 7 10 = 0 Successes
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 15 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover":
3 3 4 4 5 11 = 0 Successes
Wanderer zips two shots wide.
«Auto-Judge[]» Shoeshine (#844) rolls 4 vs TN 11 for "Churchale uses the Vision Mag 1 standard top-mount scope of the Remington 950 to bring the range down from Extreme to Long for tn 6. +1 for light stun, +4 for cover.":
1 1 2 4 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 4 vs TN 11 for "Churchale uses the Vision Mag 1 standard top-mount scope of the Remington 950 to bring the range down from Extreme to Long for tn 6. +1 for light stun, +4 for cover. Second shot, recoil compted":
1 2 5 11 = 1 Success
«Plot» Shoeshine says, "So you have a 9S with 1 success coming your way. With your Ballistic of 8 you roll Body (you have no combat pool left) against tn 2. You need 7 successes to take nothing."
«Auto-Judge[]» Wanderer (#10733) rolls Body:
1 1 2 3 10
«Plot» Shoeshine says, "That's 1 success to take off his one success, and then 2 more successes to take the Serious down to Moderate. So a Moderate physical wound, 3 boxes of damage."
«Plot» Shoeshine says, "that's a +2 to all TNs except for soaking damage and resisting damaging spells."
Yes, the light from the flash of gunfire is difficult to see at this distance - that's what his scope is for. He's been told the location, now he just has to zero in and.. yes, he calls it a hit, even through the scope. Just like shooting the doe.
«Plot» Shoeshine says, "End of second pass, third pass. Shoeshine. Willpower check."
«Auto-Judge[]» Shoeshine (#844) rolls 7 vs TN 7 for "To power through Confusion":
1 2 2 2 3 3 4 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 7 vs TN 7 for "To power through Confusion kp2":
1 1 2 4 5 5 20 = 1 Success
«Plot» Shoeshine says, "Shoeshine moved another 28 meters to end at 83 meters on his turn.)"
Shoeshine is also like unto to hurl, the branches slapping him in the face, but he has one driving goal and that is to get in range. Yes, he wants to punch this guy out. Who doesn't? But above all he knows he has to make use of the money Savannah just spent on him.
«Plot» Shoeshine says, "Wanderer. He's at partial cover now, shooting it out with you."
«Plot» Shoeshine says, "Except he doesn't have an action this pass."
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wounds":
2 3 4 4 7 11 = 0 Successes
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wounds":
2 4 4 5 5 9 = 0 Successes
Wanderer is about ready to run up but it would take ages to get there. He feels the blood oozing between layers of his armor and the nausea is really not helping matters at all.
«Plot» Shoeshine says, "Forest spirit. Confusion on a water spirit. I have Wanderer, Shoeshine, two fire, and one water spirit under confusion."
«Plot» Shoeshine says, "Next round!"
«Auto-Judge[]» Shoeshine (#844) rolls Initiative with a result of 22.
«Auto-Judge[]» Wanderer (#10733) rolls Initiative with a result of 23.
«Auto-Judge[]» Savannah (#1218) rolls Initiative with a result of 12.
«Plot» Shoeshine says, "Wanderer is at 21 because the wound penalty is -2 to his init."
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+17 forest":
7
«Auto-Judge[]» Shoeshine (#844) rolls 4 for "+6 -1 light stun":
3 7 7 10
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+3 kids":
5
«Plot» Shoeshine says, "26 Churchale, 23 Forest spirit, Shoeshine 22, Wanderer 21, Savannah 12, Kids 8"
«Plot» Shoeshine says, "Churchale shoots Wanderer twice more:"
«Auto-Judge[]» Shoeshine (#844) rolls 4 vs TN 11 for "extreme range down to long with vision mag, +1 light stun +4 cover":
2 3 4 10 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 4 vs TN 11 for "extreme range down to long with vision mag, +1 light stun +4 cover second shot":
2 3 4 5 = 0 Successes
Hmm, have to tuck the range down, make certain adjustments, thinks Churchale.
«Plot» Shoeshine says, "Forest spirit! He Confuses the last Water spirit, and now has 6 creatures under Confusion."
«Plot» Shoeshine says, "Shoeshine! Now at 83 meters, athletics!"
«Auto-Judge[]» Shoeshine (#844) rolls Athletics vs TN 11 for "tn 4 +7 confusion":
1 4 5 11 = 1 Success
«Plot» Shoeshine says, "base 22 meters again, 88 for the whole turn, he will just run and end up at 171m"
«Plot» Shoeshine says, "Savannah!"
«Plot» Savannah says, "Orders: Air Elementals: Great Form power to create fierce winds down where Wanderer has been shooting and shots have been coming back from. Continue moving."
«Auto-Judge[]» Savannah (#1218) uses 1 of item 2: Great Form F4 Air Elemental from Services (#1242).
«Auto-Judge[]» Savannah (#1218) uses 1 of item 6: Great Form F5 Air Elemental from Services (#1242).
«Plot» Shoeshine says, "Pose away! Woosh! I will add a TN +2 for windage."
Savannah stops again, reaching down to touch the ground. She shakes her head and pants for a moment before giving orders to the two Air Elementals in the winds, "Blow, my friends, and give them something to think about." Dutifully the elementals reach out with their powers, drawing winds in from the surrounding area and funneling them into the area with the children and the rogue shaman. Trees bow and small debris fly as they begin their attack, the rustling of leaves deafening.
«Plot» Shoeshine says, "Kids on 8. They get further into cover, and cower from the fierce winds!"
«Plot» Shoeshine says, "Oh, Wanderer, 21, you were going to play dead?"
«Plot» Shoeshine says, "You can just drop behind full cover, that's pretty dead."
Wanderer goes quiet, honestly readying his rifle and staying right where he is. If he moves again, even to go behind cover he may give away that he's not been silenced. No, he lays there, in the firing position, ready to take a shot if conditions improve.
Wanderer plays dead, hoping that bastard with the rifle will think he's been taken down.
«Plot» Shoeshine says, "Second pass, Churchale. Well, no rifleman to shoot at, there's a sped up dwarf coming into convenient range. Let's have at. A this point in the round Shoeshine is at Long range, vision mag makes it Medium range, +2 target running +2 winds ablowing from Savannah."
«Auto-Judge[]» Shoeshine (#844) rolls 4 + Combat Pool: 2 vs TN 9 for "First shot shoeshine":
1 2 3 3 7 7 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 4 + Combat Pool: 2 vs TN 9 for "Second shot shoeshine":
4 5 5 7 8 9 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls Body + Combat Pool: 3 vs TN 2 for "Need 7 successes with 8 Ballistic, using combat pool to soak":
1 1 1 4 4 5 5 5 8 10 = 7 Successes
With the rifleman down for the moment, Churchale switches to the incoming. Once the… dwarf is it? gets close, he can unleash his magic with no visibility penalties. But until then, the rifle is a good option. And speaking of which, it's time to reload.
«Plot» Shoeshine says, "Forest spirit"
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "1 for Savannah, 2+ for another spirit, Savannah has been taking magical actions but the direct threat seems low and he couldn't see her at first.":
2
«Plot» Shoeshine says, "The forest spirit confuses an air elemental, and is done."
«Plot» Shoeshine says, "Shoeshine runs."
«Plot» Shoeshine says, "Wanderer, second pass, get up from prone (simple action) and shoot once?"
«Plot» Shoeshine says, "or hey, shoot twice from prone?"
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 6 vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 2 2 2 3 3 4 5 5 7 9 9 = 0 Successes
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 4 vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 2 2 4 4 4 4 5 7 11 = 0 Successes
Wanderer keeps wasting ammunition, but wants that bastard to remember he's here.
«Plot» Shoeshine says, "Savannah, second pass, on 2!"
«OOC» Savannah says, " Movement On me."
Man, it's like they have been running forever! This is taking entirely too long. Savannah gives the order to boost her own speed, ignoring the running commentary in her head from her ally spirit. One day they'll start a fight at less than a half mile. She takes off at a good clip.
«Auto-Judge[]» Savannah (#1218) uses 1 of item 5: Great Form F4 Earth Elemental from Services (#1242).
«Plot» Shoeshine says, "Third pass, Churchale, he uses Conjuration to add services to his Forest Spirit."
«Auto-Judge[]» Shoeshine (#844) rolls 12 vs TN 8 for "F7 spirit, +1 light stun.":
1 1 2 2 2 2 4 4 4 5 7 8 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 8 vs TN 7 for "7m stun, maybe he'll knock himself out":
1 1 2 2 2 4 5 11 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 8 - 1 vs TN 7 for "7m stun, maybe he'll knock himself out kp4":
1 1 2 3 5 5 5 = 0 Successes
«Plot» Shoeshine says, "And a Moderate Stun. Hm, not too wise there. Ah well."
With an urgent beckon, Warden Churchale implores the powers of the forest, as exemplified in the spirit before him, to strengthen and do his bidding once more. Fate is ekeing against him with his efforts, but still he succeeds.
«Plot» Shoeshine says, "Wanderer at 1"
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
4 4 5 5 9 17 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 5 vs TN 6 for "all remaining pool to dodge, at 4 boxes that's a +2 tn, but he needs only 2 successes":
2 4 4 5 9 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 5 - 1 vs TN 6 for "all remaining pool to dodge, at 4 boxes that's a +2 tn, but he needs only 2 successes kp 5":
1 4 4 4 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 5 - 1 vs TN 6 for "all remaining pool to dodge, at 4 boxes that's a +2 tn, but he needs only 2 successes kp 7 chase that dragon!":
1 2 3 5 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 5 vs TN 3 for "Soaking 7m stun -4, need 7 successes to take nothing":
1 4 4 5 8 = 4 Successes
«Plot» Shoeshine says, "That's another moderate, he is now at 7 boxes of stun.
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 2 3 3 4 4 = 0 Successes
Wanderer pulls the rifle around and levels two more shots, hearing one smack on him and the other zing past. He growls at the miss and keeps it up.
«Plot» Shoeshine says, "New round!"
«Auto-Judge[]» Shoeshine (#844) rolls Initiative with a result of 21.
«Auto-Judge[]» Savannah (#1218) rolls Initiative with a result of 7.
«Auto-Judge[]» Shoeshine (#844) rolls 4 for "+6-3 Churchale":
1 2 2 3
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+17 forest":
14
«Auto-Judge[]» Wanderer (#10733) rolls Initiative with a result of 20.
«Plot» Shoeshine says, "Forest 23, Shoeshine 21, Wanderer 18, Churchale 11, Savannah 7, And the kids hide."
«Plot» Shoeshine says, "The forest spirit waits."
«Plot» Shoeshine says, "Shoeshine runs."
«Auto-Judge[]» Shoeshine (#844) rolls Athletics vs TN 11 for "tn 4 +7":
1 2 2 4 = 0 Successes
«Plot» Shoeshine says, "Shoeshine goes 80 meters this turn over 3 passes. He was at 170something, and he ends this turn in heavy pistol range."
Shoeshine runrunruns. Pant, pant! (Actually he could run at this speed for a good long time. It just doesn't help him on these stumpy legs… but it would have been even worse without the speedup!)
«Plot» Shoeshine says, "Wanderer."
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 6 vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 1 1 1 2 2 3 4 5 5 7 17 = 1 Success
«OOC» Shoeshine says, "You fiend! Let's see.."
Wanderer keeps up the heat, the issue now VERY personal.
«OOC» Savannah says, "By the by, Wanderer is a demon with that rifle. he is hitting 17s like crazy"
«OOC» Wanderer blushes.
«Auto-Judge[]» Shoeshine (#844) rolls 7 vs TN 7 for "tn 4 to dodge, +3 serious stun, I need 2 sevens":
2 2 2 3 4 4 5 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 7 vs TN 7 for "tn 4 to dodge, +3 serious stun, I need 2 sevens kp8":
1 2 3 3 5 9 16 = 2 Successes
«Plot» Shoeshine says, "Back to you."
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 4 vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 1 1 2 4 5 5 5 9 11 = 0 Successes
Wanderer curses through the nausea.
Drawing on the very nature of reality itself, and at undoubted personal cost, he ducks his ass fully behind the rock, cowering. Now, towards the end, his confidence in himself, in his personal power, starts to shake. "Crush them," he says to the forest spirit and having felt his power, it obeys.
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "1-2 savannah, 3-4 wanderer, 5+ shoeshine":
5
«Auto-Judge[]» Shoeshine (#844) rolls Quickness vs TN 14 for "The forest spirit uses Accident on Shoeshine who is running at 80m per turn. It's tn 7 +7 for the confusion. it could have entertaining results":
1 2 2 2 3 3 4 5 5 8 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls Quickness vs TN 14 for "kp 5":
1 2 2 2 2 5 5 5 8 8 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls Quickness vs TN 14 for "kp 7":
1 1 1 1 2 3 4 4 5 11 = 0 Successes
«Plot» Shoeshine says, "Stand. Shoeshine trips, falls, loses his next action, rules say no specific damage, I say he could take some but it would be impact damage and he has 9 impact and it's an F7 spirit."
«Auto-Judge[]» Shoeshine (#844) rolls Body vs TN 2:
1 2 3 4 5 5 7 = 6 Successes
«Plot» Shoeshine says, "And he looks goofy and soaks it and doesn't get as far as he would."
«Plot» Shoeshine says, "Savannah on 7."
«Plot» Savannah says, "Run forest run!"
«Auto-Judge[]» Savannah (#1218) rolls Athletics for "Faster!":
1 2 4 4
«Plot» Shoeshine says, "You can figure out your distance and let me know. :)"
«Plot» Shoeshine says, "The kids hide. Second pass. The forest spirit accidents Savannah. Quickness or Int TN 7 to not fall on your face."
«Auto-Judge[]» Savannah (#1218) rolls Intelligence vs TN 7 for "Accident!":
1 2 2 4 4 5 = 0 Successes
«Auto-Judge[]» Savannah (#1218) rolls Intelligence vs TN 7 for "Accident! karma":
1 2 2 2 5 8 = 1 Success
Savannah takes off at a quickened pace, putting the metal down. And wouldn't you know it, a branch just so happens to fall in her path. She takes a quick hop, nearly catching her foot on the branch before catching herself and continuing forward. The elf narrows her eyes and promises herself retribution.
«Plot» Shoeshine says, "Shoeshine!"
Shoeshine gets up and brushes himself off, getting bracken out of his hair. He almost slips again and has to wipe crud off his boots before he can move.
«Plot» Churchale
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "1-2 savannah, 3-4 wanderer, 5+shoeshine to shoot":
3
«Plot» Shoeshine says, "First simple, he reloads the rifle, because the remington 950 has 5 shots and I likely shot too much."
«Auto-Judge[]» Shoeshine (#844) rolls 4 vs TN 13 for "extreme range down to long, +4 cover, +3 serious stun damage":
1 1 3 5 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 4 vs TN 13 for "extreme range down to long, +4 cover, +3 serious stun damage kp 9":
1 4 4 4 = 0 Successes
«Plot» Shoeshine says, "Third pass, Shoeshine runs some more, he's not in range yet because he lost movement falling down and getting up.
Wanderer mutters through the comm-link, "Fuck you, Churchale." He racks another round and squeezes off two more shots, absolutely fed up with this guy.
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
2 2 2 3 4 4 = 0 Successes
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
2 2 2 4 5 5 = 0 Successes
«Plot» Shoeshine says, "And, inits!"
«Auto-Judge[]» Wanderer (#10733) rolls Initiative with a result of 15.
«Auto-Judge[]» Shoeshine (#844) rolls Initiative with a result of 23.
«Auto-Judge[]» Savannah (#1218) rolls Initiative with a result of 11.
«Auto-Judge[]» Shoeshine (#844) rolls 4 for "+6 -3 churchale":
2 2 4 4
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+17 forest":
4
«Plot» Shoeshine says, "23 Shoe, 21 forest, 15 Church, 13 Wanderer, 11 Savannah."
«Auto-Judge[]» Shoeshine (#844) rolls Athletics vs TN 11 for "Shoeshine runs!":
1 1 4 10 = 0 Successes
«Plot» Shoeshine says, "Forest spirit Accidents Shoeshine into a crevasse!"
«Auto-Judge[]» Shoeshine (#844) rolls Quickness vs TN 14:
1 1 1 1 1 3 3 4 5 5 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls Quickness vs TN 14 for "kp 8":
1 3 3 3 4 4 4 4 5 5 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls Quickness vs TN 14 for "kp 10":
1 2 2 4 4 4 4 5 5 11 = 0 Successes
Shoeshine tries to be more careful about where he's putting his feet but it's all tree branches and nausea and bright colors. Whaaaaaaa! Kthunkth.
«Plot» Shoeshine says, "Churchale, let's shoot Savannah. Savannah, how far away are you?"
«Plot» Savannah moved 32m last round, and several rounds of like 18 each .. so 200ish still I believe
«Plot» Shoeshine says, "That under 250, so medium range with the sporting rifle, down to short with the magification, +2 running +2 air spirits +3 wound pens"
«Auto-Judge[]» Shoeshine (#844) rolls 4 + Combat Pool: 4 vs TN 11 for "And your little spirits too!":
2 3 3 3 3 4 4 11 = 1 Success
«Auto-Judge[]» Shoeshine (#844) rolls 4 + Combat Pool: 4 - 1 vs TN 11 for "And your little spirits too! kp 10!":
1 2 3 3 4 5 5 = 0 Successes
«Plot» Shoeshine says, "Over to you, that's the first shot. :)"
«Auto-Judge[]» Savannah (#1218) rolls 5 vs TN 4 for "Dodge!":
1 3 4 5 11 = 3 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 4 + Combat Pool: 4 - 1 vs TN 11 for "And your little spirits too! second shot!":
1 3 4 4 5 5 7 = 0 Successes
«Plot» A dodge and a miss.
«Plot» Shoeshine says, "And Wanderer."
Wanderer shifts slightly on his shooting position and imagines the things he's going to do to that bastard when he's down. He breathes deep and then squeezes the trigger again.
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 6 vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 1 1 2 2 2 4 4 4 4 5 7 = 0 Successes
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 4 vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
2 2 3 3 3 3 4 4 5 5 = 0 Successes
Wanderer fires two more wide and begins to feel woozy from the bloodloss, clearly.
«Plot» Shoeshine says, "Second pass, Shoeshine. He laboriously climbs out of the ditch he got dumped in, slathered in mud."
«Plot» Shoeshine says, "Forest spirit, Accident on Savannah, tn 7 quickness or int."
«Auto-Judge[]» Savannah (#1218) rolls Intelligence vs TN 7 for "Accident?":
1 1 3 4 5 5 = 0 Successes
«Auto-Judge[]» Savannah (#1218) rolls Intelligence vs TN 7 for "Accident? karma":
1 1 2 5 9 10 = 2 Successes
«Plot» Churchale
«Auto-Judge[]» Shoeshine (#844) rolls 4 + Combat Pool: 1 vs TN 13 for "hopefully the final shots on Savannah":
3 3 4 4 9 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 4 + Combat Pool: 1 vs TN 13 for "hopefully the final shots on Savannah second shot.":
1 1 1 3 5 = 0 Successes
«Plot» Shoeshine says, "And Wanderer."
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 3 3 4 5 9 = 0 Successes
«Auto-Judge[]» Wanderer (#10733) rolls Rifles vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 1 2 2 3 4 = 0 Successes
Wanderer is clearly losing his edge.
«Plot» Shoeshine says, "And Shoeshine runs in. I think next round beginning, which starts now, he gets to heavy pistol range."
«Plot» Shoeshine says, "Inits!"
«Auto-Judge[]» Shoeshine (#844) rolls Initiative with a result of 22.
«Auto-Judge[]» Savannah (#1218) rolls Initiative with a result of 9.
«Auto-Judge[]» Wanderer (#10733) rolls Initiative with a result of 23.
«Auto-Judge[]» Shoeshine (#844) rolls 1 for "+17":
1
«Auto-Judge[]» Shoeshine (#844) rolls 4 for "+6 -3":
2 2 4 5
«Plot» Shoeshine says, "Shoeshine 22, Wanderer 21, Forest 17, Churchale 16, Savannah 9"
«Plot» Shoeshine says, "Shoeshine runs in, drawing two Predators, and fires a shot with each."
«Auto-Judge[]» Shoeshine (#844) rolls Pistols vs TN 19 for "extreme range down to short with vision mag for tn 4, +7 confusion, +4 cover, +4 running.":
3 4 5 5 5 5 5 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls Pistols vs TN 21 for "extreme range down to short with vision mag for tn 4, +7 confusion, +4 cover, +4 running. +2 left hand":
1 2 3 4 4 5 5 = 0 Successes
Shoeshine gets into the range where he can actually put the crosshairs of his weapons… well, if he could see the damn crosshairs he could put them somewhere!
«Plot» Shoeshine says, "Wanderer."
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 6 vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound (This bastard is gonna pay.)":
1 1 1 2 2 2 3 4 4 4 5 5 = 0 Successes
«Auto-Judge[]» Wanderer (#10733) rolls Rifles + Combat Pool: 4 vs TN 17 for "Extreme Range, TN4 due to Vision Mag3, +7 Confusion, +4 Cover, +2 Wound":
1 1 2 2 3 4 5 5 8 10 = 0 Successes
«Plot» Shoeshine says, "Forest spirit accidents Shoeshine."
«Auto-Judge[]» Shoeshine (#844) rolls Quickness vs TN 14 for "To lose my action":
1 1 1 2 2 3 3 4 5 9 = 0 Successes
Shoeshine AGAIN goes buttsliding down a hill, whacking his head on a rock and ending up painfully straddling a log in a manner that should be on Denver's Funniest Home Videos. Yes, he's wearing a cup. Next question.
«Plot» Shoeshine says, "Now that someone is actually in clear sight range, Churchale will actually, gasp, cast a stunbolt. He doesn't know it's dumb because he doesn't know Shoeshine's stats. In other circumstances it might be reasonable. But he has to do something and he has magic to do it with and when you have a hammer, even if people have been bouncing gel rounds off your head, you use it."
«Auto-Judge[]» Shoeshine (#844) rolls 6 vs TN 7 for "Centering against wound penalties with native american ululations":
1 4 4 5 8 8 = 2 Successes
«Plot» Shoeshine says, "He reduces wound penalties from 3 to 2"
«Auto-Judge[]» Shoeshine (#844) has the Attribute Willpower with the value '8'.
«Auto-Judge[]» Shoeshine (#844) rolls 6 + 4 + Sorcery Pool: 6 vs TN 10 for "Stunbolt f6 Serious on Shoeshine, Sorc 6 and power focus 4, will 8 +2 wound penalties":
1 2 2 2 3 3 3 3 3 3 4 4 4 5 5 5 = 0 Successes
«Auto-Judge[]» Shoeshine (#844) rolls 6 + 4 + Sorcery Pool: 6 vs TN 10 for "Stunbolt f6 Serious on Shoeshine, will 8 +2 wound penalties kp11 last kp ":
1 1 2 2 2 3 3 3 3 4 4 5 5 5 10 11 = 2 Successes
«Auto-Judge[]» Shoeshine (#844) rolls Willpower + 3 vs TN 6 for "the +7 confusion doesn't count here, need 2 successes, kp 13, buying 3 dice":
1 1 1 2 2 5 5 5 5 9 15 = 2 Successes
And now that his war of attition is finally coming into play, now that he's laying everything on the line, now that he brings forth the ultimate battle of wills.. and it sheds off the obnoxious dwarf like the mud rolling off his back. That's it. He's had it. He's done. It's over.
«Auto-Judge[]» Shoeshine (#844) rolls Willpower vs TN 5 for "Against Serious Stun":
2 3 3 4 4 4 5 5 = 2 Successes
«Plot» Shoeshine says, "Churchale takes Moderate stun, that's 10 boxes, and falls over."
«Auto-Judge[]» Shoeshine (#844) rolls 7 vs TN 6 for "Am I free to kill you annoying people?":
2 2 3 3 4 5 5 = 0 Successes
«OOC» Shoeshine says, "Ah well. We were about to have a more deadly threat than the actual bad guy."
«OOC» Savannah says, "Whew"
Wanderer limps out of cover, stopping halfway there and throwing up into a squirrel hole in a tree then walking up to where Churchale is "asleep." He crouches down and pulls the plastic handcuffs from his cargo pants pockets and zip-ties his wrists together behind his back, then unbuttons his pants, pulls them down, and zip-ties around his balls, then back to the cuffs, meaning any struggle pulls on the twins.
Once the spirit goes away, Savannah collects her troops and goes to find Shoeshine to help him up if he needs it before rounding everyone up.
Wanderer wipes his mouth and walks over to where Churchale's rifle lay and stomps hard on the action several times, just above the grip, his heavy combat boots starting to damage and ruin the weapon. He follows Savannah, these handled, "You two alright? Need any medical attention."
Shoeshine would have liked to be more impressive about this. It's nicer if he shoots people in the head. But as it is, bruised, contused, tossed about, confused, he just grimly grinds through the spell, swats it away, and works on shooting some more when he notices that the forest spirit he could barely see behind its rock rises up, looks annoyedly at the faux-native-american man, and fades. As does the confusion. The kids are cowering and considering drawing their pistols, but decide against it. "Just some contusions. I should be okay."
"I'm ok. Other than tired of running." Savannah glances to where the others are hiding and says in a calm voice, letting the winds die off as she does so. "Come out and drop your guns, hands on your head. If anyone uses magic, I'll let the forest eat you. Do we understand one another?"
The troll girl says, "Uh.. yeah. What's this all about?" Apparently she is wise the ways of runners, or thinks she is, and she has noticed that you weren't shooting deadly bullets. That motivates the others to do hands-up and such. The sixteen year old boy, who has realized that while he hurts a lot he's not bleeding, does similar.
Wanderer has to look a sight, still dribbling blood from a shoulder wound and having just come out of the woods. He checks his rifle again and looks for the kid who had the rifle before, knowing he's still out there somewhere. "I've got rope. We can tie them up. But I want rifleboy as our guide to cleaning this place up."
Wanderer spots rifleboy, "You, the one I could have killed if I wanted to, what's your name?"
"R-ralston?" he says trepidaciously. Gangly kid.
Wanderer pulls his revolver out of it's holster. "Ralston, where's the C4?"
In answer to Wanderer, Ralston will help point out the C-4. They have a few charges with them right here, and then more back at the camp, about 50kg all told of which they had used up 2.3 days of it, so like 35 kg left.
Savannah considers the troll girl for a long moment, then says quietly, "This is about education. Your instructor was giving you poor instruction, and this is the part where a hard lesson is learned." She'll move towards the downed shaman, raking the man as well as the kids with astral sight, looking for magical items and existing spells. And astral perception. Should they peer at her, she'll be a sight to them, with an army of elementals around her, her own aura likely far outstripping their own.
A few of them do appear to sneak a peek, and quickly turn off their astral sight so they don't get affected from the astral. As for Churchale, he has a spell being held up on him to increase his reflexes but he's not the one holding it, and he has a notable power focus on him, a cloisonne pin of a thunderbird, Hept rating 4.
Wanderer inquires of Savannah, "Do you have any earthmoving spells?"
«Plot» Savannah says, "while the power focus is above our salvage rights I'm sure, I will nonetheless take it and get rid of it."
«Plot» Shoeshine says, "It can be 'fenced' and used in that way to up payout. However, since you're leaving him alive, and the karma to bond it is prohibitive, and he could track it until it's bonded, for you to keep it would not make any sense."
"I have a few friends who can move earth." Savannah gestures to either side of her to empty space, taking the pin off the shaman as she does so.
Wanderer nods, "Can you make, say, a 20' deep pit?
«Plot» Savannah says, "I do not plan on keeping it on me. I just wanted to get it away from him and make it difficult to get back for a bit. A little pay back for blowing up this area."
«Plot» Wanderer says, " Destroy it?"
"I can do that, sure. Just tell us where and we'll work on it." Savannah bounces the pin in her hand a moment, considering a number of likely very mean actions against it.
Wanderer makes Ralston take him to where it's all seen, keeping the revolver in hand and no indication what variety of ammunition is in it, and rounds up all the C4. He also raids Ralston's backpack for a candy bar and comes back to where Savannah and Shoeshine are with the explosives, eating a Snickers bar and occasionally poking Ralston in the back with the pistol barrel. He finds a likely place very nearby for the hole to be dug. "This will do."
The girls (faced with guns and explosives and shooting) appear to take Savannah's words to heart. With her emotional skills, she can see their mixture of allure and distaste for the powerful shaman. He's like any occult cult leader, after all. Puncturing his veil of power allows those who aren't completely taken with him a chance to resist, and that's what you've done.
Once directed, Savannah will pull forth the Earth Elementals again, asking them nicely for a pit of the dimentions Wanderer requires. Once that is done, she'll ask them to cover it back up (she presumes), speaking with those acolytes as she does so. "Nature is very forgiving, but even She asks certain favors, like not blowing her up and taking like a ravenous animal. Everything that is given should be taken with respect, honouring Her instead of just taking and taking."
«Auto-Judge[]» Savannah (#1218) uses 2 of item 1: Great Form F4 Earth Elemental from Services (#1242).
«Auto-Judge[]» Savannah (#1218) uses 2 of item 5: Great Form F4 Earth Elemental from Services (#1242).
Wanderer doesn't have her fill it back up, instead he crouches and pulls the "tags" from his satchel and pierces Churchale's wrists between radius and ulna, and pushes until they click into place. He wraps the puncture wounds in bandages, nonplussed by the blood. Then he pushes Churchale down into the bottom of the pit, pants around his ankles and still cuffed. "There. They'll find him before he starves. Thank you, Savannah." He gives her a faint bow.
«Auto-Judge[]» Wanderer (#10733) rolls Biotech:
2 3 4
Wanderer inquires of Savannah, "What are we going to do about the ear-tags for the kids?"
The elven girl meekly asks, "Uh.. but if you.. take him away, who's going to teach us? I mean, our family paid.." and then she hushes up when the human girl elbows her. Then all five of them see the big wounding tags go through Churchale's wrists. Three of them see the red eagle feather on the tag and gasp. (They now know who set this up and why.) The boy and the elven girl both puke.
"Consider this his final lesson." Savannah gestures to the kids, telling Wanderer, "We're going to tag them; they apparently have an idea what this is all about. Perhaps they .. or their parents .. will take heed of the generous warning they are being given. I understand the next one will not be as kind." She keeps her voice calm.
«Plot» Shoeshine says, "So, Churchale is bound seriously, and in a pit. You have secured the many kg of C-4 and the blasting caps and like that. You have punctured him and he is oozing blood and won't die. And now you are to chivvying the kids to accepting the ear tags."
When you say you're going to tag them, understandably they begin rubbing their wrists and getting quite scared.
Wanderer will keep his revolver out and pulls from his pack a medkit. He opens it, "There's a numbing spray in there." He holds up one of the smaller ear tags, "No no, you're just getting ear tagged then released back into the wild."
Savannah murmurs, "And with luck, no one is hunting does out here. No one else." She glances into the pit and then bounces the pin again before throwing it as far as she can, back towards where Shoeshine fell.
Wanderer flicks his hand out and shoots the pin!
«Plot» Shoeshine says, "It's tn +6 to shoot something small and moving like that. You are at +2 wound pen. So a shot at medium range tn 5, -2 smartlink is 3, then +8 is tn 11"
«Auto-Judge[]» Wanderer (#10733) rolls Pistols + Combat Pool: 6 vs TN 11 for "Shooting the pin.":
1 1 2 2 3 3 3 4 5 5 9 = 0 Successes
Some of the girls shudder - it's possible that after a clamp like that, sized for cattle, they might need their ear cloned and regrown after it's removed. But, being at least associated with native american tribes, they 'get it'. And actually, the ork girl 'gets it' more than the others. She whispers, "Do you see? If we go to Red Eagle wearing the tag, it means we accepted the punishment and his people will teach us." They look somewhat mixed about this prospect, but it's better than being shot and it's better than sticking with this clear loser.
Savannah jerks at the shot and looks questioningly, then back to where the pin went. If it were destroyed or just fell into the darkness she is not sure, nor is she expending energy to find. "Let's get this done. We've got a long journey ahead of us."
The kids wince, and the pin sails into the muddy ditch where Shoeshine got groined.
Wanderer offers to help, holstering his pistol and getting his medkit out. He tries to keep the recloning-the-ear requirements minimal when he installs them and to make them as painless as possible.
Like it or don't, there's always going to be that cartilaginous ka-chunk as the tag locks home. It's just too big for the earlobe. But it can certainly be numbed to a dull edge.
«Auto-Judge[]» Wanderer (#10733) rolls Biotech:
5 8 11
«Auto-Judge[]» Shoeshine (#844) rolls Biotech:
1 1 2 4 4
«Plot» Shoeshine says, "I am merely the assistant. Clearly, Wanderer is the master. :)"
Savannah will let the two men deal with the tagging, watching the man in the pit in case he wakes up. She frowns at the area, looking skyward and then back to the others.
Wanderer finishes and packs away what's left of his medical supplies, he looks over to Savannah and walks slowly over, "Everything ok?" He asks once he's done tagging the kids.
A little teary-eyed, but okay, It must be a shaman thing.
"Oh, fine. Just thinking about all the destruction that this man has caused even in this short amount of time. To these children, to the land. It's just sad." Savannah shrugs and glances to the kids and their tags.
«plot» Going now?
«Plot» Savannah says, "Yes. With the explosives."
«Plot» Shoeshine says, "Gone you are, with the explosives. Keeping them, exploding them harmlessly, it's up to you."
Wanderer looks concerned but seems at a loss for what to say. "Well he won't do anything anymore, at least not for a while. I admit a temptation to let your friends fill the hole back in, but yeah. The damage he caused to the land, as well as to the kids, will heal. It's a sharp lesson but…" He shrugs, "Better they learn it by watching what happens to him then us being called in to make it happen to them."
Wanderer frowns, "Despite my demeanor back there, big scary runner, I dislike doing what we did to the kids."
"I agree. But there are worse fates. Hopefully .. hopefully they will learn from all this." Savannah shrugs and hefts one of the backpacks full of explosives, "And if not, then the next lesson won't go as well."
Shoeshine is placidly trudging. He's shot people in the face, and from all accounts, this looks like it will set them on a better path. He probably wouldn't have taken the job if he didn't have some inkling of that, and it looks like the kids were given enough clues by you all, whether you meant it or not for each one, to figure it out.
Illegal firearms as well are passed off to the friendly bribery-based crew and hey, it's only C-4. It's not like it's C-12 or anything really scary.
«Plot» Shoeshine says, "Any last statements before I close the log?"
«Plot» Wanderer says, "Go Team Whitehat!"
«Plot» Shoeshine cheers!
«Plot» Savannah says, "Yay!"
«Plot» Wanderer says, "Mischief Managed."
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