Dake, Korra, and Ominae

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Re: Dake, Korra, and Ominae

Post by K on Wed Jun 03, 2015 7:18 am

Fascinating.
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Re: Dake, Korra, and Ominae

Post by Kolson on Fri Jun 05, 2015 1:38 am

Quite

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"For all intents and purposes, yes. Please, come here." When Ominae complies, 86 places his hands on either side of the Lorrdian's head. "Picture the place and time in your head, the more details the better. How it looked. The smell of the streets. The sounds of the people that lived there at that time. Good, good."

For the next few minutes the landscape in Ominae's head takes form, becoming a spitting image of the complicated maze-like alleys of Devon 4. It is true in every detail--from the urchin's roads across the rooftops to the complicated exhaust ducts laced throughout the city. Even the air speeders whiz by overhead and the hustle and bustle of Market Street can be heard to the northeast.

"I've managed a good 2 miles and a portion of the sewer system below. Don't worry about the smell; I left out the filth." Surveying his handy work, the droid smiles in satisfaction. "This was an excellent choice. You and I are forming this landscape and as such we are its custodians. That gives us an advantage when manipulating it, but also carries the drawback of forcing us to mentally defend it."

Meanwhile, Korra and Dake work on making equipment for themselves.

Dake's jet pack takes a minute, and gives him a fly speed of 6 squares. It has enough fuel for 10 hours of continuous flight, or about 4 encounters, whichever comes first. If you do run out of fuel for some reason, it will take a full-round action to refill the tank.

Dake, you have one minute of time left to work with. You can summon additional equipment, like grenades or a few more guns, or if you have some other idea let me know. Maybe improving your pistol with some upgrades?

Korra spends her time also making a jet pack, thinking the additional mobility would be a good idea. She then takes a seat and begins meditating over her bag. Whatever she is doing, it's obviously filling up with something.

OOC:
Man, I ended up throwing out most of my original post. It was awful and extremely rambly. I was right not to post it the other day.
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Re: Dake, Korra, and Ominae

Post by Zeiss on Fri Jun 05, 2015 7:41 pm

Knowing that he has more than enough guns and grenades (mostly looted from the Temple), Dake decides to summon a shield instead in preparation for the upcoming fight.
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Re: Dake, Korra, and Ominae

Post by Kolson on Fri Jun 05, 2015 9:42 pm

Zeiss spends his remaining time making himself a personal energy shield, like the kind people use to have in legends of old. Luckily for him intimate knowledge of lost technology isn't a requirement for the Dream and he ends up making himself an SR 10 shield. It's attached to a band around your upper forearm.

It has 5 charges and can be activated once per encounter as a swift action. While the shield is active you take a -2 penalty to attack rolls and the following skills: Athletics, Acrobatics, Endurance, Initiative, and Stealth.

I'll make a new post moving us along, hopefully tonight.
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Re: Dake, Korra, and Ominae

Post by Zeiss on Sat Jun 06, 2015 12:43 am

After summoning his shield, Dake approaches Korra while taking out of his bag a pair of smoke filtering googles. Without any warning, he puts it on her head. He examines her face, and then says:

"That's lovely on you."

He turns his back on her, draws his heavy blaster pistol with one hand and picks a smoke grenade with the other one.

"Now, to find a spot on high ground from which I can shoot the bad guys."
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Re: Dake, Korra, and Ominae

Post by K on Sat Jun 06, 2015 7:55 am

"Before that, we need something better than these to keep in touch."

Action:
Need to summon up five secure communicators (one for each of the party, and for RO and Ria). Something with as good encryption as i can, and transmitting on as narrow a band as possible (the enemy catching an encrypted signal is only second best to no signal at all). A function to track other frequencies would be good, but failing that i can try to summon up specialized equipment for that on my next turn.

Might as well put up my whole shopping list for right now, since i need this before i can make a move: need about four probe droids, small as can be, with some kind of stealth package,  for conducting rooftop surveillance and track enemy movements - also equipped with encrypted narrow band communications if possible, and preferably hover capability. Not sure how many i'll need, but four seems a good number for now.

Also, i never got around do describing whether any of the buildings have rooftop walkways. I'd like to hope so, but if not, i'll probably have to add those as the need arises. Don't think i'll do it right now, since it might spook the enemy before it's necessary to do so, but i'm writing it down nonetheless, just so i don't forget further down the line.
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Re: Dake, Korra, and Ominae

Post by Kolson on Sat Jun 06, 2015 8:45 am

OOC:
Altering your current communicators with the scrambler upgrade will only take you 30 seconds per communicator; I suggest everyone make their own. Remember, 30 seconds is 5 uninterrupted rounds of Full-round Actions. That means you can't move while you are doing this and you are basically defenseless during the process. This applies to all complex summons.

I won't stop you from creating stuff K but you are looking at a significant expenditure of time for the droids unless you work with the rest of the party to get them done.

I'm thinking 5 minutes with everyone, with each other party member and ally decreasing the time by 1 minute. Remember, 1 minute equals 10 rounds of combat should you find yourself in battle.
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Re: Dake, Korra, and Ominae

Post by K on Sat Jun 06, 2015 9:23 am

ooc:
Alright, we'll bring it down to two droids, then. No point in a ton of preparation if we end up being jumped. We need at least a pair of eyes on the enemy before we can decide our move, so if we could finish one drone and send it out there, it'd be ideal.

Also, i'm kind of assuming we're relatively decently hidden for the moment. Please tell me if i'm wrong there, because my priorities will quickly change if we're exposed.

What say you, Dake?
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Re: Dake, Korra, and Ominae

Post by Kolson on Sat Jun 06, 2015 6:53 pm

OOC:
If you haven't said your hidden then you are not hidden. At the moment all of you are in one of the larger alleys. I'll try to get a post up tonight describing the situation.
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Re: Dake, Korra, and Ominae

Post by K on Sat Jun 06, 2015 7:12 pm

ooc:
Ok, then priority 1 is to get concealed. I'll wait for your description to formalize the action, though, since the details may well matter.
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Re: Dake, Korra, and Ominae

Post by Zeiss on Sat Jun 06, 2015 7:14 pm

Dake finds a spot on high ground with some cover to hide behind and a few escape routes.

OOC:
I'll watch for the enemy while you, and maybe Korra, summon your gear.
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Re: Dake, Korra, and Ominae

Post by K on Sat Jun 06, 2015 7:18 pm

ooc:
That'll mean more time to summon it, but maybe it's for the best to have a lookout. Still, should at least get inside one of the buildings first, preferably one with an upper floor. Either that, or we could take one of the gratings down to the sewer. Should have better concealment, and the bad guys will likely not guess we're down there for the moment.

Yeah, i think the sewer is a better option, all things considered. Thoughts?
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Re: Dake, Korra, and Ominae

Post by Zeiss on Sat Jun 06, 2015 7:22 pm

OOC:
I have a jet pack. I need more space to use it, which is why I'm on high ground (the rooftops I imagine).
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Re: Dake, Korra, and Ominae

Post by K on Sat Jun 06, 2015 7:44 pm

ooc:
Ok, we should split up anyway, given the situation. I'll still be trying for the sewer, hope the rest of the party comes with me to help with the crafting. First thing i'll be working on is the communicator, so we can keep in touch: However, before we split up we should work some kind of cypher in case we're forced to talk over an unsecured frequency. And even on secure comms, just in case.

The most critical thing will probably be enemy proximity, so i suggest we add about 16 meters to whatever distance we say the enemy is at, and reverse the cardinal direction. So, if someone spots the enemy 9 meters northeast of the other's position, we say through the comms it's 25 meters southwest. Should give a bit of a hard time to anyone listening in, at least at first.
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Re: Dake, Korra, and Ominae

Post by Kolson on Mon Jun 08, 2015 6:45 am

"Oh, thank you," says Korra, blushing a little.

To the west a great horn sounds, all in one note. It is soon joined by many others and continues on for a good 10 seconds. When it stops it continues to echo down the alley ways. Overhead, a wing of fighters roars by, shooting into the speeder traffic overhead and disappearing behind the buildings to the south. Debris from destroyed speeders rains down from above, while a flaming vehicle crashes into a two-story building just to the west of you.

Fighters:


"Out of time," says 86, "Do we fight or do we move?"

"Yeah, what's the plan?" asks Korra, joining everyone else.

Besides the roofs overhead, and the east and west directions of the alley itself, there are 3 doors and 1 manhole.

Roofs above:
Too numerous for me to bother describing so I'll just give you guys a general idea of how they work. Tell me what kind of building you are looking for and I'll give you the direction to head and how much move you have to spend to get there.

East:
This winding path intersects with three others before dumping traffic onto Yu'swe Avenue. Flesh Street, as the locals called it, was just that, home to seedy bars and seedier brothels.

West:
This path dumps traffic onto a crossroad, each path meandering it's way further into the city. It's really easy to get lost out there, though at least you don't have to worry about the gangs and other ne'er-do-wells that live there in real life.


Door A:
This door leading north is the southern entrance of the tallest building in your immediate area. The tenement is three stories tall and from what Ominae remembers was home to a large number of families living in small apartments. One of the local gangs ran off the deadbeat landlord, and started using the basement as a drug lab. He also remembers there being an old Twi'lek on the second floor with quite the gun collection that he eventually used to run off the gang.

Besides making for a good sniper point, there may be useful items that can be scavenged from the basement and from the old Twi'lek's apartment (209).

Door B:
18 meters to the east lies door number 2. This locked door leads south into Zalbo's Garage. From what Ominae remembers, Zalbo the Rodian mostly did upgrade work for one of the local gangs, upgrading their airspeeders with armor, faster engines, and general bling.

Perhaps there might be useful items within the garage itself. Maybe even a vehicle or two.

Door C:
9 meters to the west is door number 3. Or rather, door frame number 3. This abandoned two-story building was a favorite of junkies, and was avoided by all but the most desperate. If nothing else, it could make a good shortcut leading south.

Manhole:
The manhole cover will have to be moved (should be easy with 3 Force Sensitives), but this will dump you into sector 34b. It generally follows the path of the alleys above, though it features a more direct route to both the north and the east. It's dark, somewhat cramped, and not the least bit filthy thanks to RO-86.
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Re: Dake, Korra, and Ominae

Post by K on Mon Jun 08, 2015 8:00 am

OOC:
If the Gangs are present, we may be able to lure them into a skirmish.

Doors A and B sound useful; the sewer might make for the best cover. You guys already have mobility with the jet packs, and i can Surge about once a minute.

Trying to go for the best balance here, i'd take Door A. Zeiss?
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Re: Dake, Korra, and Ominae

Post by Zeiss on Mon Jun 08, 2015 9:16 pm

OOC:
I'll go on the roof of the building where door A leads.

Dake looks up in the air and examines the building in front of him.

"I'll try to look for the enemy from up there. Find myself some cover and one or two escape routes in case they come for me. We can join up in the building itself if necessary."
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Re: Dake, Korra, and Ominae

Post by K on Mon Jun 08, 2015 11:10 pm

Ominae heads for Door A.

"I'd be wary of these rooftops. The way those fighters are sweeping, one good pass and they get our position if they spot you up there." - he reasons - "If you really want the high ground, i'd try one of the upper floors. Much harder to spot with a roof over your head, and i think you'll like the second floor. This old gun nut used to have quite the arsenal up there, and we need the cover anyway, while we summon up some essentials, starting with making these communicators as airtight as can be."
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Re: Dake, Korra, and Ominae

Post by Kolson on Tue Jun 09, 2015 12:05 am

OOC:
Two move actions will take you to the roof and to any spot you want on top. The northwest corner has the heating and air units, which will give you descent cover from the ground. There is also a door leading to a stair well in the northeast corner. The perimeter of the roof has no safety railings or features--it's a straight 30 meter drop to the ground below.

"I'm staying as well," says Old Ria from her meditative state. "I'll draw them in Dake. You give me cover. Run when I do."

"Okay, so where are we going?" asks Korra.
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Re: Dake, Korra, and Ominae

Post by Zeiss on Tue Jun 09, 2015 1:31 am

Dake turns towards the young padawan.

"Don't worry kid. It's not my first big battle. Just make sure they don't get their hands on the young Ria."

He quickly checks on Korra, who appears overwhelmed by the whole situation.

"Better to listen to Granny. Stick with me for now, we'll make sure to cover her from the rooftops while our young padawan finishes his summoning."

After a short pause, he adds:

"You'll be okay."

OOC:
If I have time to spend on summoning these communicators on the rooftop, I will do so. Also, Kolson, when I'm up there, I will take cover.
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Re: Dake, Korra, and Ominae

Post by Kolson on Tue Jun 09, 2015 1:42 am

OOC:
Okay K, just need you to decide what you are doing and I'll move us along. If you want Korra with you now's the time to make your fast argument.
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Re: Dake, Korra, and Ominae

Post by K on Tue Jun 09, 2015 6:25 am

OOC:
Just so i'm clear on this, Old Ria is staying out in the open in order to draw them out? What about Tiny Ria?

Zeiss, sure i can't persuade you to just swing by the Twilek's apartment and scavenge for some goodies before you head on up? Guns, Zeiss. Lots of Guns. I think.

Either way, Ominae's going over to Mr Twilek's place, because you need some peace and cover while you're summoning advanced intelligence gathering equipment. Unless Mr Twilek is there with a shotgun pointed at the door, that'll require a bit more tact. Do i know the man's name?

To Korra - "Korra, the more people i have with me to help with this summoning thing, the quicker we'll be on on our feet. Besides, more people on the roof will just make for a bigger target to spot."

To Dake - "Your call, but the second floor is just on the way to the roof. You might find it worth your while to swing by."

To 86 - "Have the people of this place been recreated as well?"
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Re: Dake, Korra, and Ominae

Post by Zeiss on Tue Jun 09, 2015 9:02 pm

Dake nods to Ominae, then activates his jetpack to get  on the roof.
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Re: Dake, Korra, and Ominae

Post by Kolson on Tue Jun 09, 2015 10:46 pm

OOC:
Yes, Old Ria is staying outside to draw them out.

Young Ria is sticking with Ominae unless someone says otherwise.

His name was Onito. You never knew if that was his first name or last or if it was a nickname the locals called him. Now that you are older you know it isn't a Twi'lek name.

"No, I didn't have time to recreate the local population," answers 86, "That would have taken an hour or two."

"Come on then, let's go!" Korra grabs Ominae by the arm and runs to the tenement door, opening it and motioning for the others to follow. Young Ria runs after her and 86 is right behind. Before entering the building Korra calls out, "Good luck Dake! Good luck Granny!"

Taking the lead Ominae spends the next minute and a half getting his team to Onito's apartment as Young Ria doesn't move as quickly as the adults.

The door itself is locked. What would you like to do?

------------------------------------------------------------
Dake uses his jet pack to blast himself to the top of the building. After landing on the roof (no pilot check required thanks to his talent), he finds that the heating and air system will make for some descent cover. Hunkering down, he spends the next 30 seconds upgrading his com.

Zeiss:
You have an unknown amount of time before contact with the enemy. Is there anything else you would like to do to prepare? Maybe some other equipment you may find useful?
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Re: Dake, Korra, and Ominae

Post by Zeiss on Tue Jun 09, 2015 11:02 pm

Dake takes the remaining time to upgrade his heavy blaster pistol to make it easier to shoot from afar. Once this is done, he will wait for the enemy.
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Re: Dake, Korra, and Ominae

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