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Slacker
post Apr 5 2013, 04:09 PM
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QUOTE (Mach_Ten @ Apr 5 2013, 10:54 AM) *
Landing spectacularly of course ... and trying to keep Acson out of harms way while we try to extract.

His bike is parked near the Yamehamehop building (or whatever it was called where we started)
so is either getting in the severely beat up van or Legging it across the street carrying / dragging matey boy Parker

but first things first ... Avoid collision with Mr. Talky man

Simple Action: reaction ? climbing ? Gymnastics ? all of the above? to not hit the guy below me by swinging my momentum on the rope.

Free Action : "Needle ! whats da FRAG Girl ? Dat fing's got more rust than bullet holes ! will it get us outta here ???"

Simple Action: unclipping from the rig and prepping to run .. somewhere

Hmm...I'm debating whether to give you another penalty or to make the threshold higher on your climb check.
I think an extra -2 to avoid hitting Mr. White would be most appropriate. If you fail you, Mr. White and Acson will be taking the 4S damage.
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post Apr 5 2013, 04:12 PM
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QUOTE (Kiirnodel @ Apr 5 2013, 11:08 AM) *
Quick! Anyone want a slightly malfunctioning drone?!?

Silly Spirit, drones aren't importants (IMG:style_emoticons/default/nyahnyah.gif)

But yeah, I was kind of expecting something like that to happen at some point, at least it's funny and not tragic or something. (IMG:style_emoticons/default/biggrin.gif)

On a more serious note. I went back through all the posts (colecting data for that IC post that I missed) and I think the enemy Air Elemental might have been disrupted by that last attack. I totalled up 13 Stun damage overall. In either case, the Plant Spirit will go Astral this turn. There aren't any (other) astral forms up here on the balcony, and its job is to defend the group, not hold a grudge against an Air Elemental. It saw the drones go past, and can hear the gunfire (and probably sense Gardner's tension) so it will set up to move down next combat turn.

I'm only showing the Horizon Air Elemental at 11 boxes out of 12. I'll go back through double checking, but for now it is still up and threatening your air spirit.
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Mach_Ten
post Apr 5 2013, 04:19 PM
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QUOTE (Slacker @ Apr 5 2013, 05:09 PM) *
Hmm...I'm debating whether to give you another penalty or to make the threshold higher on your climb check.
I think an extra -2 to avoid hitting Mr. White would be most appropriate. If you fail you, Mr. White and Acson will be taking the 4S damage.

Hitting the Ground, avoiding the talky man
AGI 9
CLIMB 5
-1 stun -2 passenger -2 evasive action
(9d6.hits(5)=3)
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Kiirnodel
post Apr 5 2013, 04:20 PM
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I went through just about half of the posts so far and typed up a .txt file with all the actions that affected me or my Spirits. I got:
  • first attack that hit (4 Stun)
  • Noxious Breath 1 (4 Stun)
  • Noxious Breath 2 (2 Stun)
  • Attack that just hit (3 Stun)

Not a big deal though, either way my Spirit will go Astral for the reasons I already mentioned. The way the Initiative system works, it is to its advantage to forego the Pass now and therefore get a bonus pass in the next Combat Turn because it is fully Astral.
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Slacker
post Apr 5 2013, 04:45 PM
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QUOTE (Kiirnodel @ Apr 5 2013, 11:20 AM) *
I went through just about half of the posts so far and typed up a .txt file with all the actions that affected me or my Spirits. I got:
  • first attack that hit (4 Stun)
  • Noxious Breath 1 (4 Stun)
  • Noxious Breath 2 (2 Stun)
  • Attack that just hit (3 Stun)

Not a big deal though, either way my Spirit will go Astral for the reasons I already mentioned. The way the Initiative system works, it is to its advantage to forego the Pass now and therefore get a bonus pass in the next Combat Turn because it is fully Astral.

Yep, i just came up with the same numbers in which case it would have added Edge to it's damage resistance roll on the last attack, getting 4 more hits and taking no damage. So it is still up.

Hmm...I'm not so sure that the plant spirit would break off the fight with the air elemental. The air elemental currently isn't attacking the team, but it is definitely packs a bigger punch than those drones do and your plant spirit is smart enough to realize that the air spirit is just going to move to attack the team if there is no other threat here. For instance if the plant spirit departs now, the air spirit will simply fly down to attack Gardner.

Even injured as it is the air elemental still gets 18 dice to attack, while even brand new drones only have 8 dice at most.
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Slacker
post Apr 5 2013, 05:56 PM
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Can you give me some other argument for why the plant spirit would leave such an obviously powerful foe, one that is so close to being stopped, to go after less powerful threats right now?
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Kiirnodel
post Apr 5 2013, 06:08 PM
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I said the Plant spirit shifts back to the Astral, not that it runs away. With the Horizon Air Elemental still up, it might stay Physical, but the Plant Spirit is at a disadvantage while materialized. On the Astral it gets 3 IP's, has more maneuverability (Astral Speed instead of super slow, land-locked movement), and has a (slightly) better attack.

With the Air Elemental still there, I'm thinking it moves to the Astral and continues to fight it from there. The Plant Spirit knows that it will eventually have to move down the building to help the team, and it will be able to do that better from the Astral.

I'm open to other suggestions of what would make sense. Let me know what you think.
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post Apr 5 2013, 06:32 PM
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QUOTE (Kiirnodel @ Apr 5 2013, 01:08 PM) *
I said the Plant spirit shifts back to the Astral, not that it runs away. With the Horizon Air Elemental still up, it might stay Physical, but the Plant Spirit is at a disadvantage while materialized. On the Astral it gets 3 IP's, has more maneuverability (Astral Speed instead of super slow, land-locked movement), and has a (slightly) better attack.

With the Air Elemental still there, I'm thinking it moves to the Astral and continues to fight it from there. The Plant Spirit knows that it will eventually have to move down the building to help the team, and it will be able to do that better from the Astral.

I'm open to other suggestions of what would make sense. Let me know what you think.

Shrug. Ok. With 3 hits on its judge intentions roll, the air elemental realize the plant spirit isn't running but is going for the advantage of astral speed. So it too dematerializes to appear fully on the astral plane.
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post Apr 5 2013, 06:34 PM
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QUOTE (Mach_Ten @ Apr 5 2013, 11:19 AM) *

Looks like you made it to the ground right next to Mr. White safely.
You unhook yourself and Acson shakily unhooks himself too.
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post Apr 5 2013, 06:46 PM
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QUOTE (O'Ryan @ Apr 4 2013, 05:24 PM) *
Well... shit. So CT6 IP3 Eclipse and TW are off the rope and run to the bus.
CT7 IP1 Eclipse and TW get on the bus and almost get blow'd up, Needle immediately throwing it into reverse. The rest of the party starts to land.
"Shitshitshitshit!"
CT7 IP 2... Eclipse'll roll down a window and spray'n'pray the rest of TW's ammo at the surviving guard. 13d6.hits(5)=5 (9P AP- due to lack of ammo)
"If he sticks his head outa cover, use the panther on him!"1d6.hits(5)=1(Con (IMG:style_emoticons/default/wink.gif) )

Eclipse did you reduce your dice pool by -3 for being in a moving vehicle? And was that a narrow burst or a wide burst?

edit:nevermind, he rolled poorly on both dodge and damage resistance. You just killed yourself a heavily armored horizon high threat response team member. (IMG:style_emoticons/default/smile.gif)
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post Apr 5 2013, 06:50 PM
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What are Needle and Gardner doing in IP2?
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Severus Snape
post Apr 5 2013, 08:37 PM
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Depends. I'm assuming the doors are impact resistant, and potentially bullet-proof. However, I don't want any enemy riggers hacking the controls to the bus at this point.

If the doors do not open with more idiots on steroids, I'm moving back into position to pick everyone up. If someone tries to open the doors...well, I'm going to wedge the bus into the doors in such a way that they cannot be opened until I move.
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post Apr 5 2013, 08:47 PM
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QUOTE (Severus Snape @ Apr 5 2013, 03:37 PM) *
Depends. I'm assuming the doors are impact resistant, and potentially bullet-proof. However, I don't want any enemy riggers hacking the controls to the bus at this point.

If the doors do not open with more idiots on steroids, I'm moving back into position to pick everyone up. If someone tries to open the doors...well, I'm going to wedge the bus into the doors in such a way that they cannot be opened until I move.

The doors are made of reinforced glass, much like the ones on the balcony were. They slide open to the sides rather than swinging out. So you can't exactly prevent them from opening. You could certainly move the bus to block the doorway though. It's just going to leave the bus as the sole target for anybody that might be inside and I did say you could see movement through them.... (metagaming: nobody new will be arriving until the next combat turn).
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Severus Snape
post Apr 5 2013, 09:56 PM
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QUOTE (Slacker @ Apr 5 2013, 01:47 PM) *
The doors are made of reinforced glass, much like the ones on the balcony were. They slide open to the sides rather than swinging out. So you can't exactly prevent them from opening. You could certainly move the bus to block the doorway though. It's just going to leave the bus as the sole target for anybody that might be inside and I did say you could see movement through them.... (metagaming: nobody new will be arriving until the next combat turn).


Yeah, one more shot and the bus is toast, so making the bus a sitting target isn't cool.

I'll move forward back to pick everyone up. Should anyone come out of the doors....I'm throwing her in reverse again.
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O'Ryan
post Apr 5 2013, 10:20 PM
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Eek! No, I forgot the moving vehicle penalty. I'm bad at this game. D: It was a narrow (shortened) long burst though.
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ChromeZephyr
post Apr 5 2013, 10:36 PM
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You ain't that bad, you're still doing more than drooling and twitching. (IMG:style_emoticons/default/wink.gif)
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O'Ryan
post Apr 5 2013, 10:42 PM
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You should be back in the fight next IP! If Needle has stim patches and medical supplies, I can wake you up and start fixing your boo-boos while you bust a cap in all their asses.
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Kiirnodel
post Apr 7 2013, 06:22 AM
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Not sure how far up I am. With Mr. White basically face-planted if I am getting kind of close to reaching the bottom, I will delay my movement. However, based on the fact that I started a turn after anyone else, and I've also stopped several times and cast spells, I suspect that I am not so close that I can get all the way to the bottom before Mr. White acts again. With that assumption in mind, I will make an attempt at the rappelling.

Climb: 0 hits.

Damage Resistance: 5 hits.


Let me know if I was closer than I assumed, I will come up with something else to do while I hang there waiting for White to get clear.



O'Ryan (and Chrome Zephyr): Quick note about Stim Patches, they let you ignore Wound Modifiers caused by Stun damage. But it deals an extra point of Stun when the duration is up. The only thing that implies that it wakes up somebody that has been incapacitated by Stun is the line that says that you cannot rest while under the effects of the patch. It is up to Slacker if this wakes someone up who is passed out (not sleeping), but I do know that it would mean that Tundra Wolf would be unable to rest and therefore start to heal Stun damage naturally until after the patch wears off. I'm sure that both Eclipse and Needle would know if a Stim patch would get TW up in his current state, so we would need a ruling for that from Slacker...
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O'Ryan
post Apr 7 2013, 08:56 AM
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QUOTE (Kiirnodel @ Apr 6 2013, 10:22 PM) *
The only thing that implies that it wakes up somebody that has been incapacitated by Stun is the line that says that you cannot rest while under the effects of the patch


That's the line I'm relying on.
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Mach_Ten
post Apr 7 2013, 12:28 PM
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QUOTE (O'Ryan @ Apr 7 2013, 09:56 AM) *
That's the line I'm relying on.

and I think it's rating x 10 minutes that you can't rest for ... so it's not ALL bad (IMG:style_emoticons/default/smile.gif)
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post Apr 8 2013, 01:57 PM
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QUOTE (Kiirnodel @ Apr 7 2013, 01:22 AM) *
Not sure how far up I am. With Mr. White basically face-planted if I am getting kind of close to reaching the bottom, I will delay my movement. However, based on the fact that I started a turn after anyone else, and I've also stopped several times and cast spells, I suspect that I am not so close that I can get all the way to the bottom before Mr. White acts again. With that assumption in mind, I will make an attempt at the rappelling.

Climb: 0 hits.

Damage Resistance: 5 hits.


Let me know if I was closer than I assumed, I will come up with something else to do while I hang there waiting for White to get clear.

Somehow the Excel sheet i was tracking everything in got corrupted on my office computer from the time I left work Friday till this morning. But The last note I have is that you've succeeded on 2 climb checks from the previous combat turns and failed both climb checks you've made this combat turn(including this one). That would mean you have about 80m left to go. You're no where close to the bottom.
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post Apr 8 2013, 01:59 PM
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QUOTE (O'Ryan @ Apr 7 2013, 03:56 AM) *
That's the line I'm relying on.

I had previously asked if anybody had stim patches, because I've always played it that they will wake somebody that was unconscious from stun damage.
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post Apr 8 2013, 02:15 PM
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Ok. I guess we only have the one drone left in IP2. It once again shoots at Gardner with a full auto burst. With it's 1 die it gets 1 hit.
If it hits: Base damage 5P +9 for full autot burst + 1 net hit. No AP.

Then you can go ahead and post your plant spirit's actions for IP3. Your air spirit will still be making it's way to the ground with the damaged drone.
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post Apr 8 2013, 02:18 PM
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Actually, everybody can post up their actions for IP3. If the drone is still around after all of you go it will likely shoot at Gardner again, but I'll wait to roll that for now.
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post Apr 8 2013, 02:21 PM
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QUOTE (Severus Snape @ Apr 5 2013, 04:56 PM) *
Yeah, one more shot and the bus is toast, so making the bus a sitting target isn't cool.

I'll move forward back to pick everyone up. Should anyone come out of the doors....I'm throwing her in reverse again.

Considering the damage and the buses handling, can you go ahead and give me a pilot groundcraft roll for driving up to meet the team? A failure isn't going to cause any damage, but it will mean you are stuck on the body of the armored guard you just ran over.
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