ALL PLAYERS: The armored car pursuit.   Posted by The Gamemaster.Group: 0
The Gamemaster
 GM, 158 posts
 Demons run when
 a good man goes to war.
Wed 20 Jan 2016
at 09:55
Re: ALL PLAYERS: The armored car pursuit.
Silk swings off toward the subway entrance at Hewlett and Stanton (I think it was).  Dharma zips off also toward the subway entrance.  Silk and Dharma join Officer King, Agent Force, and Dr. Light as they begin their descent down onto the subway platform.

As the group moves off the steps and onto the subway platform; Dharma notices the tire imprints, in the grime on subway platform floor, that indicates a motor bike took a slow turn to the right.  After having come down the steps the motor bike turned right and appears to have left the platform.  There is currently no one on the subway platform.  There are scattered bits of paper and trash across the platform.  A light struggles to stay lit in the far back corner, making the shadows seem more ominous even with Dr. Light with the group.


(Don't forget your JIC rolls please.)

Dharma
 player, 43 posts
Wed 20 Jan 2016
at 18:45
Re: ALL PLAYERS: The armored car pursuit.
Just in Case Rolls
Perception15
Save03
Just In case skill88
Extra-sensory powers.NA


Dharma points at the ground, "It seems that the bike went that way." he says, indicating the tracks he found.
Agent Force
 player, 43 posts
 Who am I? What am I? No,
 really. I lost my mirror.
Thu 21 Jan 2016
at 07:25
Re: ALL PLAYERS: The armored car pursuit.
Just in Case Rolls
Perception (+3 IQ)7
Save (+8 vs p/m)1
Save (+38 vs c/d)1
Just In case skill39
Extra-sensory powers.Infrared and Ultraviolet vision


Agent Force nods, and starts in the direction Dharma indicated, examining the area and looking for the places he would be jumping out from if he were going to ambush anyone following him.  "When I was a kid, there was this urban legend about mutant turtles living in abandoned subway lines. I'd lost a pet turtle, named Clyde, and figured that was where he ended up."
The Gamemaster
 GM, 159 posts
 Demons run when
 a good man goes to war.
Thu 21 Jan 2016
at 08:44
Re: ALL PLAYERS: The armored car pursuit.
The group of 5 hops off of the subway platform and heads down the tunnel to the right.  The tunnel being lit as bright as daylite by Dr. Light, revealing trash and rubble along the sides of the tunnel.  Rats can be seen scurrying out along here and there, seemingly ignoring the group.  After about a hundred feet down the tunnel Dharma, Agent Force, and Dr. Light all bring the group to a stop when they notice a wire running across the tunnel, at ankle height.  Both ends of the wire ends in piles of rubble.

Dr. Light
 player, 44 posts
 ME 17, PB 11
Thu 21 Jan 2016
at 13:13
Re: ALL PLAYERS: The armored car pursuit.
"Well, it looks like somebody had a plan. Perhaps there is a hidden criminal base with everybody in it set to ambush us? Oh and what to do about the 'trap'."

Dr. Light makes sure to keep the area well lit so that his companions can do their jobs.
Silk
 player, 44 posts
 Spider girl, spider girl
 She'll shot 'em in a blur
Fri 22 Jan 2016
at 02:05
Re: ALL PLAYERS: The armored car pursuit.
Just in Case Rolls
Perception15
Save10
Just In case skill82
Extra-sensory powers.NA


Silk heads into the subway and quickly catches up with the others, as a big glowing guy makes it easy. She'll swing up to them and ask "Hey guys, what's up?"
Agent Force
 player, 45 posts
 Who am I? What am I? No,
 really. I lost my mirror.
Fri 22 Jan 2016
at 07:33
Re: ALL PLAYERS: The armored car pursuit.
Just in Case Rolls
Perception (+3 IQ)15
Save (+8 vs p/m)18
Save (+38 vs c/d)64
Just In case skill8
Extra-sensory powers.Infrared and Ultraviolet vision


Agent Force looks at the trap, and shrugs, "If you could all step back a ways, I could always just set it off. It's not likely to hurt me unless I let it."
The Gamemaster
 GM, 162 posts
 Demons run when
 a good man goes to war.
Fri 22 Jan 2016
at 08:32
Re: ALL PLAYERS: The armored car pursuit.
The group begins to step back and let Agent Force trip the wire but then Officer King speaks up.

"First, are you sure you can withstand any given amount of explosive possibly hidden for that trap?  Second, if the explosives are strong enough, they may damage the track and could close off this section of the subway until repairs are effected.  We should call the bomb squad."

As Officer King finishes that sentence, the sound of the subway can be heard far off but approaching.  Approaching from the way in which it will trip that wire before reaching the platform.

Dharma
 player, 45 posts
Fri 22 Jan 2016
at 09:25
Re: ALL PLAYERS: The armored car pursuit.
Dharma watches the interaction with interest, "Unfortunately explosives are not something that I have ever really dealt with."  he states.
Dr. Light
 player, 46 posts
 ME 17, PB 11
Fri 22 Jan 2016
at 13:12
Re: ALL PLAYERS: The armored car pursuit.
Dr. Light goes over to investigate the piles of rubble. He literally sticks his head in there to get a better look around and find the firing mechanisms and explosives. He figures if he can find the explosives they can dig them out really fast and just walk them over to the other side. That or he can ID the explosives and they can figure out something else.
Silk
 player, 45 posts
 Spider girl, spider girl
 She'll shot 'em in a blur
Sat 23 Jan 2016
at 07:09
Re: ALL PLAYERS: The armored car pursuit.
Just in Case Rolls
Perception15
Save10
Demolitions & Demolitions Disposal 72%19
Extra-sensory powers.NA


"Hold up on that. I'm no stranger to explosives. Let me take a look at it and at least see what we're dealing with." Silk will swing over and inspect the suspected trap.

"Can you guys see if you can do something about the train. I'd rather not get blown up AND run over."
The Gamemaster
 GM, 163 posts
 Demons run when
 a good man goes to war.
Sat 23 Jan 2016
at 07:48
Re: ALL PLAYERS: The armored car pursuit.
Everyone except Dr. Light and Silk stay back.  The sound of the Subway sounds again.  Officer King looks at her watch and speaks up.

"I would say we have a safe minute.  Anything past that is uncertainty."

(Note: there is room, to be out of the subway's way, on the sides of the track.)

Dr. Light floats over to the pile of rubble and looks inside of it, seeing some sort of putty like material with foreign writing on it.

Silk examines both ends of the tripwire and determines that there are explosives at both ends of the tripwire.  With what Dr. Light describes it sounds like high explosives.

Agent Force
 player, 46 posts
 Who am I? What am I? No,
 really. I lost my mirror.
Sat 23 Jan 2016
at 08:35
Re: ALL PLAYERS: The armored car pursuit.
Just in Case Rolls
Perception (+3 IQ)6
Save (+8 vs p/m)4
Save (+38 vs c/d)99
Just In case skill10
Extra-sensory powers.Infrared and Ultraviolet vision


Agent Force shakes his head. "I don't think we have time for the bomb squad. I don't know what the limits are on my fields, nothing ever broke through. I'm going to surround both of these debris piles with strong fields, but I'll have to stay nearby until we're certain the bombs have gone off."
He puts action to his words, and completely surrounds both debris piles with force fields. Then steps to the side and arranges to wait the passing of the subway. "Hey, if that guy with the motorcycle shows himself, I'm gonna assume he's done this to set me up. It'll probably get messy."

OOC: maintaining his personal 200 SDC field, and placing a 750 SDC bubble field on each of the two charges should handle things

This message was last edited by the player at 03:44, Sun 24 Jan 2016.

The Gamemaster
 GM, 164 posts
 Demons run when
 a good man goes to war.
Sat 23 Jan 2016
at 08:48
Re: ALL PLAYERS: The armored car pursuit.
It does strike Silk as odd that someone, who sounds like he knew what he was doing, would use plastique for a bobby trap.  It provides very little area effect damage, it instead does most of its damage to what it is attached too.

Silk
 player, 46 posts
 Spider girl, spider girl
 She'll shot 'em in a blur
Sat 23 Jan 2016
at 09:07
Re: ALL PLAYERS: The armored car pursuit.
Just in Case Rolls
Perception18
Save
Demolitions 72%(web wire)26
Demolitions Disposal 72%(cut wire)65
Mechanical Engineer 40% or Demo 72%(check wall placement)10
Extra-sensory powers.NA


Tessa grumbles as Agent Force 'jumps the gun'. "Just a second!" She covers both wires where they come out of the forcefield, attaching the wire to the surrounding area. The webbing had tested at 1600 lbs strength so she hoped it would hold the wire in place. "Ok, I'll cut the wire before the train hits and hopefully the webbing will prevent it's triggering. Anyone that doesn't have to be here should get to a safe distance."

WHile she was waiting for them to clear out she looks at the walls next to where the bombs are places, looking to see if they where special in any way.
Dr. Light
 player, 47 posts
 ME 17, PB 11
Sat 23 Jan 2016
at 14:05
Re: ALL PLAYERS: The armored car pursuit.
"Make sure that those force fields are below and behind so that it will contain the entire blast, should Silk's attempt fail, so there is no structural damage. That way we can deal with the actual explosives once the train has passed."

Dr. Light moves farther down the tunnel, past the trap, and hangs out near the ceiling looking for additional 'traps' or clues below.
Agent Force
 player, 47 posts
 Who am I? What am I? No,
 really. I lost my mirror.
Sun 24 Jan 2016
at 08:10
Re: ALL PLAYERS: The armored car pursuit.
"I placed strong bubbles of force around those things, probably enough to stop a bazooka. Between the two of them, they could stop the train. As long as I stay near the fields to maintain their integrity."
The Gamemaster
 GM, 165 posts
 Demons run when
 a good man goes to war.
Sun 24 Jan 2016
at 08:35
Re: ALL PLAYERS: The armored car pursuit.
Agent Force, you realize you can alleviate the problem with your force fields.  You would have to form a force field over the 2 piles of rubble AND the trip wire.  The subway would still hit that, take damage, set off the explosives, and take more damage.

Silk, looking closer with help from the light from Dr. Light, can tell that one pile of rubble is placed right next to a gas line and the other pile of rubble is right next to a utility communication bundle.  Booby trap or now, if these explosives go off, they will have an additional three fold effect on the city.  The trip line will need to be cut clean and fast.

"45 Seconds remaining, minimum."

Officer King states and then gets on the radio prepping all emergency services for the possible explosion and aftermath.

Dr. Light
 player, 48 posts
 ME 17, PB 11
Sun 24 Jan 2016
at 14:22
Re: ALL PLAYERS: The armored car pursuit.
"So Silk is going to web the lines on either side of the track and then we cut the line so the train does not. Now is the time, so if it doesn't work, the explosion won't catch the train. Go Go Go!"
Agent Force
 player, 48 posts
 Who am I? What am I? No,
 really. I lost my mirror.
Sun 24 Jan 2016
at 21:17
Re: ALL PLAYERS: The armored car pursuit.
Just in Case Rolls
Perception (+3 IQ)4
Save (+8 vs p/m)8
Save (+38 vs c/d)88
Just In case skill94
Defensive powers200 SDC force field, kinetic manipulation field halves kinetic damage
Extra-sensory powers.Infrared and Ultraviolet vision


Agent Force looks thoughtfully at the situation, and adds fields of force between the debris mounds and the walls of the tunnel behind them. Stepping to one side of the subway tunnel, no more than a dozen feet from the debris mound, he presses himself against the wall. "Can't be too careful, cut the line whenever you're ready. If it damages the track, maybe I can shore that up with force fields, as well."

OOC: two more fields of force, each with 750 SDC, each one separating a bomb from the wall behind it
The Gamemaster
 GM, 166 posts
 Demons run when
 a good man goes to war.
Mon 25 Jan 2016
at 00:04
Re: ALL PLAYERS: The armored car pursuit.
In reply to Dr. Light (msg # 46):

(Not an advancing post.)

Silk lets Dr. Light know.  "This line is pressure sensitive.  Webbing won't help.  The Line has to be cut VERY cleanly with something VERY sharp or something else that won't cause pulling on the line."
The Gamemaster
 GM, 167 posts
 Demons run when
 a good man goes to war.
Mon 25 Jan 2016
at 00:06
Re: ALL PLAYERS: The armored car pursuit.
In reply to Agent Force (msg # 47):

(Not an advancing post.)

There is no way to place a force field, between the rubble and the wall.  There is no clear definition between the two.
Dr. Light
 player, 49 posts
 ME 17, PB 11
Mon 25 Jan 2016
at 00:36
Re: ALL PLAYERS: The armored car pursuit.
To Silk, "Will a laser or photon beam work for sharp?"
The Gamemaster
 GM, 168 posts
 Demons run when
 a good man goes to war.
Mon 25 Jan 2016
at 01:45
Re: ALL PLAYERS: The armored car pursuit.
In reply to Dr. Light (msg # 50):

"Long as it is strong enough to cut through it, without effort."  Silk answers.
Dr. Light
 player, 52 posts
 ME 17, PB 11
Tue 26 Jan 2016
at 00:51
Re: ALL PLAYERS: The armored car pursuit.
Dr. Light flashes a RED light towards the oncoming train to indicate it should stop. Until there is a decision on when he should 'cut' the line.



OOC: Will EDIT with an Update here soon as its cleared up.