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> I am the Law (ooc/recruting), And the Law won
Meriss
post Apr 15 2007, 09:49 PM
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QUOTE (Toivoton @ Apr 15 2007, 02:04 PM)
QUOTE (Meriss)
And I'm going to need non squishy help bustin' doors down. (Hmmm... drone backup)

By the way Merris - if Bang says that, Walker will challenge him to get outside (or the unarmed combat training area) to see who's squishy. He's even willing to bet him 100 for knockout.

Bang used to goin trou da door first. Don' want nobody gettin' hurt. Walker man OK wid dat?
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Toivoton
post Apr 15 2007, 09:56 PM
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QUOTE (Fastball)
It's not a lack of faith, it's just easier to fix the outcome if the bet is on Bang.

Ah... :rotfl:

Forgot the astral aspect - sorry.

Well what you learn depends on the hits. First one prolly tells you he's a spirit, the second tells you he's an ally spirit and the 3rd and 4th tell you he's force 6. When assensing Walker, you are going to find out (if you get enough hits) that his magic is 7 and essence 5.06. And that he is indeed in a lousy mood.

Naturally when it starts from that, the conversation goes a bit diffrently (from what I wrote in the drinking spoiler) since he's prolly around earlyer and it's definately one of the things that he likes to talk about.

You are going to find out that he's a friend of Walker's from way back - one of the reasons why he joined the army actually. He's a diehard patriot and a casuality of the Vietnam war. Sargeant Jake Sharp. Walker learned only recently how to get him more permanately "on this side" tho.

Uses Elanor when drunk, Hartford and/or rank(if we have those) when sober.


Walker (or Sharp since I seem to have forgotten to get assensing for Walker..) assenses Elanor:

Intuition 6+Assensing 6= 12

1d6=4, 1d6=5, 1d6=5, 1d6=3, 1d6=5, 1d6=5, 1d6=2, 1d6=1, 1d6=2, 1d6=3, 1d6=4, 1d6=3

=4 hits
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Meriss
post Apr 15 2007, 09:56 PM
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Hey boss can I get me one of dese http://heavyangel.com/?page_id=62?
I'll trade my Mossberg for it.
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Toivoton
post Apr 15 2007, 10:00 PM
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QUOTE
Bang used to goin trou da door first.  Don' want nobody gettin' hurt. Walker man OK wid dat?


"Yes." *Walker backs down.*

(Oh man now I didn't get the opportunity to get beaten by the teams troll.. ;))

By the way what is the rank/command structure in firewatch?
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Meriss
post Apr 15 2007, 11:54 PM
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Capt. Holstine is the top man, after that we prolly work similar to Rangers/ Seals/USMC. We're all Sargents. and the guy/gal in charge is Top/Master Sarge.
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imperialus
post Apr 16 2007, 03:36 AM
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QUOTE
Capt. Holstine is the top man, after that we prolly work similar to Rangers/ Seals/USMC. We're all Sargents. and the guy/gal in charge is Top/Master Sarge.


pretty much. After the first mission I'm going to give you guys the oppertunity to decide who's in charge. Most groups tend to have a leader emerge naturally so I'm just going to let that happen.
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Fastball
post Apr 16 2007, 04:32 AM
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The swirling colors of Eleanor's aura will reveal her genueine enthusiasm as she asks about Sharp and Walker's magic. As the evening progresses, the colors will become slightly blurred, a clear showing that she is at least as intoxicated as you. You'll discover she has a full life force (essence 6) with no cyberware, and an equal level of magic (6). The owl charm will also reveal itself to be a Force 2 summoning focus. Finally, there is a good chance that at some point you will find a watcher or two flying around her like a dog(s) whose master just came home from work.
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imperialus
post Apr 16 2007, 04:39 AM
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First IC post is up. This is mostly just a chance to get aquainted and for everyone to check in. First post to get the story moving will be up tommorow.
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imperialus
post Apr 16 2007, 04:49 AM
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you can probably copy and paste the past half dozen posts into the IC thread.
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Toivoton
post Apr 16 2007, 05:46 AM
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Forgot the foci. Sorry, bear with me - I'm noob as I said..

You can find he has a power focus force 2 and a sustaining focus force 4 hidden in his clothes.

Syber:
Good post, but I think you are supposed to roll here and with the invisible castle thingie. *Points at the first post in this thread.*
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SyberCat
post Apr 16 2007, 06:31 AM
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Hey folks! Syber here! You can call me Syber', 'Lena, 'Cat, or Selene, if you wish.

Since Lord imp hasn't said no, I'm going to plug in a bit of background for you, although it may be less useful than I think! What you're about to see though, is both an IC set of information that can be gained, followed by the actual stats behind the character. Subject to change based on the GM's notice!

So... for those of you who like nosing around in the many nodes of the wireless, one of you might find this file - it's one of Casey's personnel files:

[ Spoiler ]


I'm sure anything else can fit in the IC thread... including memories of training together. From training, (and this document), it's clear she's your infiltration specialist, or at least the mundane (non-electronic) version of it!

As for actual stats... here ye be, for you curious types! (Settling one or two last details with imperialus, so there may be a change or two.

[ Spoiler ]


I think that's about it for now... see you in the other forum!
-Syber'
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SyberCat
post Apr 16 2007, 06:34 AM
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QUOTE (Toivoton @ Apr 16 2007, 12:46 AM)
Syber:
Good post, but I think you are supposed to roll here and with the invisible castle thingie. *Points at the first post in this thread.*

Eeep! Ooops!

I'll move it to this post, then. Although it was done at Invisible Castle! Half right?

Thanks - me fix!
-Syber'

Edit: This is the OOC portion of Casey's original IC post, moved as suggested by Toivoton.

[ Spoiler ]
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Toivoton
post Apr 16 2007, 07:32 AM
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Can you give us some basic laws (or just guidelines) that we are upholding? What magic are we allowed to use normally? For example can we levitate people or order spirits to possess people to move them away from places they aren't supposed to be in? Can you mindcontrol? Meaning on "normal people" as an alternative to physically forcing them to do something or pulling a gun to threathen them to do something, I'm not talking about suspects who are shooting.

Say you are breaking a fight. Mundane way to deal with it would be to pull them apart and then talk to them. Now if you don't feel like doing that, can you skip that by levitating one of them out of the other's reach and then talk to them?

Or if you are breaking a bigger fight (say a 20 people free for all) with only your partner, can you just cast mobmood (sad or friendly or something) or "deputise" a few people by possessing a couple and influencing a couple?

Naturally this is assuming that the "deputised" people aren't hurt for doing things you force them to do.


If the briefing for the first job isn't next morning, Walker is going to requisition some summoning materials to be ready. Force 4 and force 5 if he can get them.

And how do you use colors?
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Fastball
post Apr 16 2007, 02:51 PM
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"It's simple, you just use:"
CODE
[color="cyan"]speech[/color]
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Meriss
post Apr 16 2007, 03:15 PM
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Any of you mages assensing Bang get this

[ Spoiler ]
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imperialus
post Apr 16 2007, 06:44 PM
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Tovioton:

My basic assumption is that the constitution and judicial system has remained largely unchanged with regards to suspect’s rights and actual procedure. This is mostly just to reduce headaches on everyone’s part since I have no desire to rewrite a legal system and I don’t want anyone to need any real world legal knowledge beyond watching a few episodes of Law and Order. Ares has largely adopted the same justice system as the UCAS though there are some notable changes.

For example under the UCAS constitution it is illegal for evidence to be gathered through the use of a mind probe spell or anything like that. In Ares jurisdiction it is legal as long as the suspect is not an Ares citizen. There are a few other examples like that but for the most part assume they are the same. When specific spells and the like come up, I’ll make a ruling.

The mob mind/mood spells are a sort of grey area. The Supreme Court hasn't made a final ruling on Glover V. UCAS where a mob mind spell was used on Mr. Glover by a Lone Star mage to force him to release his common law wife who he was holding hostage and surrender to the police. The defense is arguing that it was a violation of his rights over his own conscious and was an abuse of police powers while the government is arguing that without the use of the mob mind spell Mr. Glover who was under the influence of NovaCoke intended to kill his wife and attack the police. The incident took place in 2054 and it still hasn’t wound its way though the court system.

KE doesn't outright ban the use of mob minds and the like but they strongly discourage their use outside of the most critical of situations. If it's a choice between a man either throwing a grenade into a crowd or using mob mind to force him to replace the pin then by all means use it just be careful not to cause a PR nightmare while doing so. “Deputizing” unwilling people would probably be frowned upon, but casting mob mood to calm a fight that could turn into a riot would likely be acceptable, at least as long as the people about to start rioting don’t have really good lawyers. Basically it boils down to “use at your own risk”. Depending on the fallout you might be hailed a hero or you might be dragged in front of a discipline committee. From a metagaming standpoint all I’m really trying to say is don’t abuse it. Mob mind/mood are powerful spells, if you start casting them constantly to try and shortcut through major aspects of the plot you’ll probably get slapped down, use them appropriately you’ll be fine.

If there are any other specific spells or anything else you want clarification on please let me know, I’ll answer as best I can.
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Toivoton
post Apr 16 2007, 07:38 PM
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Walker doesnt't actually have mob mind/mob mood. I was just looking at my nonlethal takedown options since I had to drop stuff like gluestrip and I started to wonder if it would be better to influence or levitate people to allow them to be cuffed instead of say smacking them with a high force stunbolt.

But yeah I sort of assumed mindprobing suspects for evidence was offlimits (not to mention alter memory and that sort of things), but for example possession is something that I need a ruling on - is it okay to sic a spirit to posses an armed suspect and subdue his 2 friends? Or do I have to use the stunX or grenades?

It would be helpful if you could put offensive possession (to prevent a suspect from doing something), possession to "deputise", possession to protect (possessing the hostage), mind influencing spells (mobmind, influence, control actions), shooting (nonlethal), grenades, brute force (Bang), stun spells (stunball), lethal spells, lethal "mundane" force, using mind probe to get info (whats the disarming code to this bomb?!?), physically manipulating spells (levitate, turn into goo), letting the suspect get away and letting the suspect kill the hostage into some sort of "this is better PR then" or "this will get you into jail faster then" order.

Naturally it depends on the situation, but some sort of a guideline would be fun.
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imperialus
post Apr 16 2007, 09:19 PM
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@ Toivoton:
Yeah sure. Give me a day or two and I'll have something worked up for you. It shouldn't be a huge issue until we actually get to a point where bullets start flying which at the average pace of message board campaigns won't be for a few days at least.

@ Everyone:

Toivoton got me thinking about it and I realized I left somthing out of the posting instructions. When combat does start I'm just going to do initiative rolls on my end and I'll post them (in intitiative order including bad guys) for everyone to see. This'll just help things move quickly rather than wait for 6 people to check in with initiative rolls.

I'll post that I'm making an initiative roll a few hours before I actually post the roll so that people have a chance to tell me if they want to spend edge or not but if I've already posted the roll before you've had a chance to check the thread and you want to use edge just let me know in the OOC thread and I'll reroll it. The only thing that really won't work is if you want to spend edge to go first in the round and someone else has already posted their action. Hopefully that doesn't come up but if it does we'll cross that bridge when we come to it either retroactively editing your action or something else.

Once it is your turn in the initiative order you have 24 hours to post your actions otherwise I will simply assume that you are doing the most obvious course of action, diving for cover, returning fire ect. No edge will be used and you arn't going to do anything creative, mostly just focus on keeping yourself alive.

If you need to make a roll (damage resistance, spell resistance ect.), once again you have 24 hours to do so, at which point I'll roll for you, once again no edge will be spent (unless it's painfully obvious that you're in a position where you couldn't survive without spending edge).
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Toivoton
post Apr 16 2007, 09:41 PM
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No real point in telling you are going to roll initiative a few hours before you do - a few hours is too short to expect people to see it. Just post the rolls and if someone wants to use edge, he is welcome to do so then (yeah it lets people see what they roll before choosing to use edge, but it isn't THAT big deal imo. Besides I'm for everything that makes the mechanic part of a forum game go faster.).

I'm also very much for letting you to roll responses (you know things that they ARE going to roll - resists, dodge, reflective perception, defending against melee, spell resists and that sort of thing) - It would suck to have to wait for a day because the perp you were questioning, decided to hit you and you have to roll block. Or something like that. Just don't make our chars do things (mainly things that need actions) if possible - THAT is something we want to decide.. :)

Actually I would even be for letting the GM run combat with players only telling what their characters are trying to do with the GM telling how things went and asking what to do every few turns and the players make the IC posts.

You know "Walker is going to start by channeling the force 5 guardian spirit, stunball (force 7) the ones on the left and then start shooting at the ones in the middle. Sharp is going to watch our back, using his flamethrower on threats and if things get bad, Walker will sic the force 4 spirit of man on the biggest threat."

Then GM rolls init and runs combat as directed. Now if say the group is suprised from the back and Sharp is in serious trouble taking a couple of big manabolts, GM should ask how the group reacts.

Granted I'm new here, but it sounds scary when you say that you are going to wait for 24h when somebody is shot. Doesn't combat last years if you do that?
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imperialus
post Apr 16 2007, 11:15 PM
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thing with me rolling resistances is the application of edge, I can't tell if someone wants to use edge or not so this'll just make life easier. The action will continue before the resistance roll is made and at the end of each initiative pass I'll just post a summary of everything that happened factoring damage taken and the like then. Modifiers such as wound modifiers and the like will go into effect immidiately after they are caused but they just won't get discribed until the end of the IP.
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Meriss
post Apr 17 2007, 02:15 AM
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Boy i realllly need to learn to read. I've been posting like mad in the IC thread but kept forgetting the quotes for "speech"
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imperialus
post Apr 17 2007, 03:21 AM
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As long as it's cyan it's no big deal. It's readable which is all that really matters. I routinely forget stuff like that too unless I happen to type the whole post up in word.
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Meriss
post Apr 17 2007, 03:43 AM
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Well I found this so maybe we can all stop laughing at me.
http://forums.dumpshock.com/index.php?show...opic=16412&st=0
Hilarious, I especially like the one about Firewatch Go! Some how I think Bang would LOVE this show
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imperialus
post Apr 17 2007, 04:38 AM
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I've actually been debating the idea of having a documentry style show like Dallas SWAT or something like that follow you guys around for a while. So far it's on the back burner since I don't know how to implement it without it becoming a joke but you never know, one day you might go out for a call and there'll be a producer waiting for you at the crime scene.
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SyberCat
post Apr 17 2007, 05:41 AM
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Wouldn't be too difficult to arrange, given someone's background... all they'd have to do was get in touch with a certain model's agent... and oh, my, what confusion could ensue from that!

I may have to beg/pray/insist/bribe someone for that one!

Cheers,
-Syber'
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