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  #136  
Old Oct 13th, 2010, 04:30 PM
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Sunshine's hands slide off the pole, leaving it stuck in place. Back to the other crew!
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.

Last edited by Fragmaster01; Oct 13th, 2010 at 04:36 PM.
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  #137  
Old Oct 14th, 2010, 05:02 AM
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Slapping his forehead This is way too complicated. Here, let me try the pipe. At this point, I'm ready to kick the door out of the way. The bug gets into position. Klikam recaps the events following up to a wretched pipe in the way. So it's come down to this.
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  #138  
Old Oct 15th, 2010, 12:02 PM
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Klikam: You dramatically force the pipe out of the way! The door moves to open, but you whisk your fingers out before they get squished. Yay!

The door doesn't actually open all the way, thanks to Jup's bending of it. Still, Mister Wiggles is free.
This looks to be a small hangar of sorts... 30 feet across, 60 down. Has a light corvette inside, all grey and black and such. Pretty looking. In front of the door is a ledge, with stairs to your left going about 10 feet down to the floor of the hangar. Sadly, someone did not put the requisite crates and such to dive behind on the top deck, leaving it woefully exposed to gunfire.
There's 3 men in light black armor near the bottom of the stairs. One has a plasma rifle that's pointing in Sunshine's general direction.

Klikam's Turn: The mean shooting people are 25 feet to your left, once you head through the door. There's a staircase between you and them.
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #139  
Old Oct 16th, 2010, 01:34 AM
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Danger! The six-legged alien skitters to one side out of the direct line of fire, up against the broken door, and draws his weapon. The same guys that he saw, likely, or very similarly dressed ones.
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  #140  
Old Oct 16th, 2010, 06:22 AM
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A little of Jup's tactical experience kicks around in his head, now that he's working with a team again. We can't all shoot out the door and they might have cover. Either we get some support or it's a long shootout between us and freedom. Maybe too long. Any grenades? Ideas? I'd prefer if neither sends us floating in space.

Last edited by The Smarter Pie; Oct 16th, 2010 at 06:23 AM.
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  #141  
Old Oct 16th, 2010, 08:47 AM
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Taking the hint, Klikam jumps to the side hoping as well to get out of the direct line of fire. I've got neither. So unless you're ok with me rushing and you guys providing support, I say we bait them out here. Stairs are too complicated

OOCDid I take damage from the finger squish?

If we're in battle and it's my turn then I guess
Free Action: Talk
Standard Action: Acrobatics to get out of the way
Dice Roll:
d20+7 (6)+7 Total = 13

That's it for now I guess. So there's virtually nothing in this hangar except the car?
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  #142  
Old Oct 16th, 2010, 01:28 PM
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Klikam: You take cover in the hallway, hoping to let them get up to you for better punchings.

Jup's Turn: You've got 5 feet to the end of the hallway, at which point they're 25 feet to your left.
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #143  
Old Oct 20th, 2010, 05:22 AM
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Jup gets ready to move I can engage before they get a straight shot. It's a brawl or else we're wasting time!

Delay: would like party input before moving into fire
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  #144  
Old Oct 22nd, 2010, 05:13 AM
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"Do whatever makes people not shoot me. Shooting me sucks." Sunshine is heplful as ever.
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  #145  
Old Oct 25th, 2010, 06:30 AM
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Sennesel says very little, aside from "I don't think right now's the time to discuss tactics."
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  #146  
Old Oct 25th, 2010, 08:48 PM
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So we're down to the previous options, provide support while me and Jup rush em, or lure them out here. Frankly, the first one doesn't sound too bad I guess. Rifles aren't that good in close combat, we have that working for us.

OOCMy bad guys. Over looked the delay action.
So there is only 10 feet from us and the bad guys right?>Frag
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Last edited by hobocommando; Oct 25th, 2010 at 08:49 PM.
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  #147  
Old Oct 25th, 2010, 09:25 PM
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OOCYes, though you have to move out into the room before taking that 10 feet, so technically 15.
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #148  
Old Oct 26th, 2010, 10:47 PM
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Fine! Fine! Lets get this over quick!

Should pretty easily reach the closest enemy with 40 move. Will pick him and attack

You picked the wrong guys to rumble!

Dice Atk:
1d20+3 (10)+3 Total = 13

Dice Dmg:
1d12+2 (9)+2 Total = 11

Last edited by The Smarter Pie; Oct 26th, 2010 at 10:48 PM.
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  #149  
Old Oct 27th, 2010, 01:13 AM
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Jup: There's three of them. The closest has a plasma rifle, the next has a handgun and energy shield, and the third doesn't have anything in hand. Well, plasma rifle guy is closest, so...

The *THUNNNG* of your heavy piece of metal slamming against his head is very happy indeed. He goes splat on the ground, like a good mook.

Sennesel's turn. The bad men are still at the bottom of the stairs, though there's one less of them and Jup's in the way.
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.
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  #150  
Old Oct 28th, 2010, 06:28 PM
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Dangit. Sennesel moves around the wall, staying within the firing range that he's comfortable in, and takes aim before squeezing a shot off at one of the armed ne'er-do-wells.
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