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Mister Juan
post Oct 16 2009, 01:02 AM
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QUOTE (Kerenshara @ Oct 15 2009, 08:59 PM) *
*Tumbleweeds chase each other across the dusty carpet in the main cabin of the sleek Gulfstream jet as it soars high over the Atlantic ocean carrying its cargo of misfits to their appointment with Destiny*


It's impolite to call an old person "misfit".
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Kerenshara
post Oct 16 2009, 01:04 AM
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QUOTE (Mister Juan @ Oct 15 2009, 08:02 PM) *
It's impolite to call an old person "misfit".

"Impolite" isn't the same thing as "inaccurate", now is it?
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Chrysalis
post Oct 16 2009, 02:09 AM
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I do wonder the next bump from SincereAgape comes. I am also still waiting for a response from Dexter to Vera.
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Kerenshara
post Oct 16 2009, 02:22 AM
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Geez, I thought the tumbleweeds thing was pretty funny.
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Karoline
post Oct 16 2009, 02:24 AM
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QUOTE (Kerenshara @ Oct 15 2009, 07:59 PM) *
*Tumbleweeds chase each other across the dusty carpet in the main cabin of the sleek Gulfstream jet as it soars high over the Atlantic ocean carrying its cargo of misfits to their appointment with Destiny*


Woo! Tumbleweeds (IMG:style_emoticons/default/biggrin.gif)
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SincereAgape
post Oct 17 2009, 02:26 PM
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Hi guys.

The latest update has been posted in the thread. Sorry it took until the end of the week. Life has been pretty busy for me. In addition to a three Shadowrun projects running at the moment, I have some personal and work based projects going on as well.

Anyone character who leaves the airplane (You can make one too, DigitalOyabun ), please make a visual based perception test.
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SincereAgape
post Oct 17 2009, 02:27 PM
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As for the drain ruling. I put some thought into this. All magic users are to make drain rolls for all spells, summoning, possession, etc. Here is the line of thought.

In the SR II and SR III - Drain played a big part in balancing magicians with the rest of the archetypes (And even still they were very powerful).

Casting spells and summoning spirits should take a toll on the magic user period. So if you are a spellcaster the fact that you are slinging and flinging spells of all types should eventually wear you down, not just casting Lightning Bolt, Stun Bolt, etc.

Think of it this way. If you're working on any project or participating in any activity, even the smallest task can take a toll and add to your fatigue.

If you throw out a combination of overcasting on Manabolt, force 4 sticky fingers, force 6 Powerball, and then Force 4 Mind Control, it's all going to add up. It doesn't make sense for the sticky fingers to not add to the fatigue factor.

That being said. Force in 4th edition is a joke when compared to 2nd and 3rd. My main character in Welcome to the Shadows and in my live campaign has a drain resist pool of 11 and most of the time, even when overcasting force 10 stunbolts he resists very easily. Still, there is a chance that he can do really bad on a drain roll for a simple force spell, and that adds to the fun.

-Forcing spell casters to roll drain for all spells makes them more human and less like superheroes.
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pbangarth
post Oct 17 2009, 02:32 PM
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OK. Thanks, SA.
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SincereAgape
post Oct 17 2009, 02:38 PM
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Hey Pete. Sure thing. And I just wanted to say, thank you for being proactive about this campaign. Despite my hesitation to allow a possession mage into the game, you've been playing Hodder very well. He's humble and you haven't abused the possession mage aspect at all. And I'm sure you'll continue this trend.

-Can't wait to see Hodder kick some arse.
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pbangarth
post Oct 17 2009, 02:56 PM
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No problem, SA. Actually, I could use a two-by-four upside the head right now. I see by your IC post that I jumped the gun up in the air when I assumed Hodder was seeing the dawn. I figured it would flesh out the story and emphasize one of Hodder's weaknesses by having the spirit that had possessed him on the ground in Seattle leave at the artificially early dawn in the high atmosphere. The disastrous summoning was not the one for the Binding ritual, but for the spirit to make up for the one that had dissipated due to the dawn.

Serves me right for not simply asking you when the dawn was coming. I'm happy to live with the damage Hodder has now. It will serve as a reminder to ask rather than assume.

Just so we have a clear record, Hodder has Increase Reflexes sustained in the Sustaining Focus, giving him +2 Initiative and +2 IPs. He has no other spell sustained, but is using his Heightened Concentration to overcome the pain and distraction of the Drain damage. I haven't asked about that yet! If the use of Heightened Concentration interferes with the healing process, then we'll just assume he has dropped it, OK? Enough with the painful learning process, already.
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SincereAgape
post Oct 17 2009, 03:01 PM
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Hey Pete,

No problem on the Dawn aspect. Thank you for being honest on the rolls for your summoning and possession drain.

As a GM, I am pretty generous when it comes to awarding edge back. Any acts of altruism or roleplaying a character well are my soft spots.

Once the crew lands in Accra, Asante. Make a health test, Body X2, using any benefits from medicine. Being in the presence of three attractive ladies speeds up the process.
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pbangarth
post Oct 17 2009, 03:15 PM
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QUOTE (SincereAgape @ Oct 17 2009, 11:01 AM) *
Hey Pete,
Once the crew lands in Accra, Asante. Make a health test, Body X2, using any benefits from medicine. Being in the presence of three attractive ladies speeds up the process.


(IMG:style_emoticons/default/grinbig.gif) Thanks! In my experience, being in the presence of three attractive ladies can tend to be ... well... draining. (IMG:style_emoticons/default/grinbig.gif) Although, our older dog was starting to look his age, until we got a second, a young bitch. He perked right up, and now is in the best shape in which I have seen him in 6 years.
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pbangarth
post Oct 17 2009, 03:39 PM
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I'm just trying to figure out the mechanics of the Healing Test. Here's what I can figure out so far:

Pretty sure:
BOD 7: 14 dice
average (indoor conditions): -1 die
Awakened patient: -2 dice
Medicine: + successes [The medtech or physician rolls Skill + LOG and adds successes as dice to the Test]

Not so sure:
Medkit 6: + 6 dice [ Does it help in a regular Healing Extended Test? Does it help IFF the right medicines are available?]
Assistants: + ? [Do they have to have the Medicine Skill specifically?]

If that last one works, then I have a request. I summoned the Task Spirit to do First Aid on Hodder. Since that is illegal, can the Spirit have Medicine instead, and then be an assistant to our medical doctor, whom I assume will be Vera? This would add one die to the Healing Test.
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SincereAgape
post Oct 17 2009, 04:12 PM
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The medicine roll can be an assisted team roll, with the assistants adding onto the primary administrator of the medications.
1. Sure the spirits can have medicine instead of first aid.
2. I believe medications is different from an actual med-kit. A med-kit encompasses a variety of first aid materials that can help with the overall healing. Medicine is a one shot deal. You either have it or not. (Unless someone can state otherwise.)

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pbangarth
post Oct 17 2009, 06:11 PM
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QUOTE
Geez, Peter, I think I just passed you as the worst luck with the dice yet. Hopefully this is just me getting it out of my system…
Yeah, Kerenshara, but it didn't nearly kill you!
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pbangarth
post Oct 17 2009, 06:18 PM
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QUOTE (SincereAgape @ Oct 17 2009, 11:12 AM) *
The medicine roll can be an assisted team roll, with the assistants adding onto the primary administrator of the medications.
1. Sure the spirits can have medicine instead of first aid.
2. I believe medications is different from an actual med-kit. A med-kit encompasses a variety of first aid materials that can help with the overall healing. Medicine is a one shot deal. You either have it or not. (Unless someone can state otherwise.)


OK, so near as I can tell, the Healing Extended Test for Hodder will be as follows (correct me if I am wrong):

BOD 7 X 2: 14 dice
average conditions (on a plane or in a building, out of the elements): -1 die
Awakened patient: -2 dice
medkit (6): 6 dice
assist from Task Spirit (uses up a service): 1 die
medical attention from our physician (uses up some medications): #hits on Vera's Medicine Test

TOTAL: 18 + (Vera hits) dice
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Kerenshara
post Oct 17 2009, 06:25 PM
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OK, I FINALLY got that post edited to my liking. I can be a bit of a perfectionist with my prose.

I hope that's the end of luck like THAT on the dice. Yuck. And yes, Peter, I know it didn't almost kill me, but when I looked at the luck on the BIG dice pool, rolling like that for Drain would have left me with at least one row full on Stun, which would have been embarasing; Having both Magicians demonstrating their inability to handle their mana in front of the mundanes this early in the mission would be a Bad Thing.

*grin*
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Kerenshara
post Oct 17 2009, 06:33 PM
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Peter, on the healing test, I'm not sure what everybody else is doing, but if we asume Vera is playing doctor, and Dartha's playing "assistant" by keeping an eye on you and playing fetch & carry, then she can get a +1 on her roll from me (up to 3 assistants help a doctor on their Medicine roll).

I can't see how you can make a Healing test as a teamwork thing, beyond Medicine, but it's SincereAgape's campaign.

And as for three ladies making things... exciting, Dartha's being attentive but not agressive. She understands what you're suffering with and she's not going to do anything to delay your recovery and extend your vulnerability to the mundanes.


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Chrysalis
post Oct 17 2009, 08:26 PM
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QUOTE (pbangarth @ Oct 17 2009, 08:18 PM) *
OK, so near as I can tell, the Healing Extended Test for Hodder will be as follows (correct me if I am wrong):

BOD 7 X 2: 14 dice
average conditions (on a plane or in a building, out of the elements): -1 die
Awakened patient: -2 dice
assist from Task Spirit (uses up a service): 1 die
medkit (6): 6 dice and medical attention from our physician (uses up some medications): #hits on Vera's Medicine Test

TOTAL: 18 + (Vera hits) dice


That makes 20 dice as I got 7 hits. Hodder doesn't get to play with the medkit Vera does.
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Kerenshara
post Oct 17 2009, 08:29 PM
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QUOTE (Chrysalis @ Oct 17 2009, 03:26 PM) *
That makes 26 dice as I got 7 hits.

How many dice did you roll for 7 hits? Holy smokes. I think I need to quietly swap dice when you're distracted.
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Chrysalis
post Oct 17 2009, 08:31 PM
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That's 12 dice. And that includes the medkit (ability+medicine+medkit). So, it's actually 20 dice that Hodder gets to roll.

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SincereAgape
post Oct 17 2009, 09:01 PM
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QUOTE (pbangarth @ Oct 17 2009, 02:18 PM) *
OK, so near as I can tell, the Healing Extended Test for Hodder will be as follows (correct me if I am wrong):

BOD 7 X 2: 14 dice
average conditions (on a plane or in a building, out of the elements): -1 die
Awakened patient: -2 dice
medkit (6): 6 dice
assist from Task Spirit (uses up a service): 1 die
medical attention from our physician (uses up some medications): #hits on Vera's Medicine Test

TOTAL: 18 + (Vera hits) dice


Kerenshara and Chrysalis are both right.

-Spirit and Dartha aid on Vera's medicine roll, not on Hodder's healing test. (Up to plus 3)
-Vera gains the benefit for med-kit.

@Belloq
Body 7 X 2: 14
Average Conditions: -1 dice
Awakened Patient: -2 dice
Medicine: + Vera's role.

@Vera
Logic + Skill + Medkit + Assistance (2. Dartha and Spirit)
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Chrysalis
post Oct 17 2009, 09:18 PM
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With the added two dice when rerolled I got:

14d6.hits(5)=5

So 5 hits instead of 7. Vera works better without people (IMG:style_emoticons/default/nyahnyah.gif)
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SincereAgape
post Oct 17 2009, 09:21 PM
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QUOTE (SincereAgape @ Oct 17 2009, 04:01 PM) *
Kerenshara and Chrysalis are both right.

-Spirit and Dartha aid on Vera's medicine roll, not on Hodder's healing test. (Up to plus 3)
-Vera gains the benefit for med-kit.

@Belloq
Body 7 X 2: 14
Average Conditions: -1 dice
Awakened Patient: -2 dice
Medicine: + Vera's role.

@Vera
Logic + Skill + Medkit + Assistance (2. Dartha and Spirit)



So Pete. You will be rolling 16 dice once the plane lands in Accra.

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"Drop your pants please"


*GM joins Dexter in laughing.*

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Chrysalis
post Oct 17 2009, 10:12 PM
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QUOTE (SincereAgape @ Oct 17 2009, 11:21 PM) *
*GM joins Dexter in laughing.*



Some people pay Vera good money for that (IMG:style_emoticons/default/wink.gif)

And now Vera gets a high powered rifle round in the back of the head. Luckily the snipers decided to set up with the sun sin front of them.
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