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<blockquote data-quote="Mal Malenkirk" data-source="post: 4529488" data-attributes="member: 834"><p><strong>Back from Cantor Station</strong></p><p></p><p>Mulling over their discoveries, the flight home appears shorter to the agents.</p><p>The exit at the Hopper landing pad and settle with their pilot.</p><p></p><p>But Carlos snaps to attention when he notices a suspicious shadow near the exit. Focusing his psi power on his surrounding to project his sense around him he realizes in shock that the elderly guard of the small landing strip has been killed and the shadow near the exit corridor is an ambusher. A rough looking man with a drawn laser pistol. Scanning around he sees that the man has a nearby partner and a third one is dangerously close, hidden behind a nearby parked hopper. </p><p></p><p>The hesitation of Carlos is enough to tip the attackers who are on edge and probably know they are facing psion. The leader seems about to order the assault while the agents are on open ground.</p><p></p><p>Carlos returns his senses to his body and warns his colleague.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/1791636/" target="_blank">Carlos' awareness (1d10=9, 1d10=10, 1d10=8, 1d10=6, 1d10=2, 1d10=7, 1d10=9)</a> </p><p></p><p>[sblock]Taking a cue from Fengshui, I won't use maps in order to encourage imagination. So feel free to improvise a bit about the exact location of vehicles and what useful items could be lying around. The only rule is you can decide that there is an immediately harmful obejct to the opposition in a convenient location (So no, there is not a box of dynamit near the goons, and they don't stand under a piano hanged by a wire that you could conveniently shoot... etc.) But there is no reason there couldn't be a wrench lying nearby when you need a melee weapon, for example.</p><p></p><p>You are currently in what amount to a sci-fi small airport of a minor local airport. Hoppers are about as big as cesna but much more massive (you can't really squeeze under, there are good cover). There are three other Hoppers between you and the exit, though they are on the sides and do not block the line of fire between your current location and the ambushed goons at the exit.</p><p></p><p>There is no other exit except the airlock leading outside. </p><p></p><p>The only innocent bystander is the pilot.</p><p></p><p>There is plenty of mechanical tools lying around, no explosive fuel.</p><p></p><p>You have the time to declare one action before I roll initiative (I start running toward the Hopper with a good hiding behind, I draw my weapon etc.).</p><p></p><p>Carlos used one Psi point, but he can still project his senses around for the rest of the scene (though you don't want to be doing that while shooting or being shot at).[/sblock]</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4529488, member: 834"] [B]Back from Cantor Station[/B] Mulling over their discoveries, the flight home appears shorter to the agents. The exit at the Hopper landing pad and settle with their pilot. But Carlos snaps to attention when he notices a suspicious shadow near the exit. Focusing his psi power on his surrounding to project his sense around him he realizes in shock that the elderly guard of the small landing strip has been killed and the shadow near the exit corridor is an ambusher. A rough looking man with a drawn laser pistol. Scanning around he sees that the man has a nearby partner and a third one is dangerously close, hidden behind a nearby parked hopper. The hesitation of Carlos is enough to tip the attackers who are on edge and probably know they are facing psion. The leader seems about to order the assault while the agents are on open ground. Carlos returns his senses to his body and warns his colleague. [url=http://invisiblecastle.com/roller/view/1791636/]Carlos' awareness (1d10=9, 1d10=10, 1d10=8, 1d10=6, 1d10=2, 1d10=7, 1d10=9)[/url] [sblock]Taking a cue from Fengshui, I won't use maps in order to encourage imagination. So feel free to improvise a bit about the exact location of vehicles and what useful items could be lying around. The only rule is you can decide that there is an immediately harmful obejct to the opposition in a convenient location (So no, there is not a box of dynamit near the goons, and they don't stand under a piano hanged by a wire that you could conveniently shoot... etc.) But there is no reason there couldn't be a wrench lying nearby when you need a melee weapon, for example. You are currently in what amount to a sci-fi small airport of a minor local airport. Hoppers are about as big as cesna but much more massive (you can't really squeeze under, there are good cover). There are three other Hoppers between you and the exit, though they are on the sides and do not block the line of fire between your current location and the ambushed goons at the exit. There is no other exit except the airlock leading outside. The only innocent bystander is the pilot. There is plenty of mechanical tools lying around, no explosive fuel. You have the time to declare one action before I roll initiative (I start running toward the Hopper with a good hiding behind, I draw my weapon etc.). Carlos used one Psi point, but he can still project his senses around for the rest of the scene (though you don't want to be doing that while shooting or being shot at).[/sblock] [/QUOTE]
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