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> OOC: Crimson Assets, Always looking for new Assets
crechebaby
post May 16 2004, 07:02 AM
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I'm not sure how much further we can go with this without Dashifen's input. ANyone know when he's due back?

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Dashifen
post May 17 2004, 02:05 PM
Post #602


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Ask and ye shall recieve. I was hoping to post while I was in Vermont with my Fiancee's family, but their computer had the Sasser worm as well as some nasty browser hijack that made every link redirect to something like nkvd.us or whatnot. Had to fix all that before I could even check my email and just couldn't stand the modem time after I got spoiled by the broadband at school.
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Dashifen
post May 17 2004, 03:17 PM
Post #603


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Well -- that didn't work. Note to self -- when confronted with guard ... scratch that ... slightly jealouse guard, don't make penis jokes ;)
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Shadow
post May 17 2004, 05:05 PM
Post #604


Why oh why didn't I take the blue pill.
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Lol.

Ok, plan B. Nuke them.
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Ecclesiastes
post May 17 2004, 05:13 PM
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Stealth: 10 05 05 04 03 03 03 (+12 Ruthenium, +1 Skill Aptitude)
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Buddha72
post May 17 2004, 05:20 PM
Post #606


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Stealth (sp: sneaking)

17 16 11 05 05 04 02 01 (+12 ruth./+4 Traceless walk) Used a point of Karma to reroll, the 1st one had nothing above a 3. :P
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Shadow
post May 17 2004, 08:22 PM
Post #607


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Trace is casting Mana bolt (6M) @ The Rent-a-Cop on the passenger side of the Van (he should be able to see him from where he is) if he can't then the one on the driver side.

Sorcery 6 dice, 4 Astral Pool.

10 09 08 08 05 04 03 03 03 01

Drain 3M 6 Dice + 2 Spell Pool Dice

11 10 05 02 02 02 01 01

Use 1 point of karma pool to reroll failures

10 07 04 04 03 01

No drain.
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Ecclesiastes
post May 17 2004, 08:48 PM
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Keep in mind Shadow, that when calculating drain, you half the force of the spell you cast. So actually you were only resisting 3M drain, not 6M. Didn't really make a difference on this roll, but just keep it in mind for future referance.
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Shadow
post May 17 2004, 10:31 PM
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Dammit Ecc. I wanted to use Karma :)

Yeah yeah I always forget that.
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Buddha72
post May 18 2004, 03:54 AM
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Attack on the guard

Clubs (sp:batons) - TN 3 (taking the point of reach for myself)
06 06 06 05 05 05 04 04 04 04 03 02 01 01 01 01 01 01

Base damage 9M stun staged up to 12 D stun.
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Shadow
post May 18 2004, 04:11 AM
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Default to intel to do a first aid check on the guard I hit. I just want to know if he is still alive and some what ok.

14 05 05 03 02 01
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Blitz
post May 18 2004, 04:26 AM
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He is very much dead.
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Shadow
post May 18 2004, 04:32 AM
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Dead as in his brain exploded or dead as in if I very quickly slapped a treat spell on him I could bring him back.
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Buddha72
post May 18 2004, 05:12 AM
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Perception (to see if the guard has a heartbeat or sound of breathing)
10 08 04 04 01 plus

10 09 09 04 03 (+3 from cyber) sound based

08 04 04 01 01 01 (+4 from cyber) scent based

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Blitz
post May 18 2004, 05:26 AM
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Nope...as in dead.
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Ecclesiastes
post May 18 2004, 03:49 PM
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What happened Shadow? I thought we were going for non-lethal? Why the mana-bolt?
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Dashifen
post May 18 2004, 04:12 PM
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Which guard is dead? The one PD was talking to or the other one that was not at the window?
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Shadow
post May 18 2004, 05:24 PM
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In truth what happened is thay I misread the spell description. I thought it was a stun spell not a physical spell.

Oops.

Role-playing, I am going to say Trace was to much on edge because of the crap Crimson is pulling and that he made a mistake. It happens.
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Ecclesiastes
post May 18 2004, 05:34 PM
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Thats cool. One thing though. Trace would know that he should take a second to clean his signature from the area, otherwise another mage could trace the spell back to you.
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Shadow
post May 18 2004, 06:10 PM
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I am at work and without the aid of my library, anyone want to explain to me how to do that? I don't recall seeing it in SR3.
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Ecclesiastes
post May 18 2004, 06:40 PM
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I'm at work too, so I can't look it up. I just know it can be done.
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Buddha72
post May 18 2004, 06:47 PM
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The guard's body has the signature and you use your Sorcery skill (TN = force of the spell). Each success reduces the time it lasts by one hour. It will last normally 1 hour per point of force in the spell or spirit (for Conjuring). After making the Sorcery test, you must resist (Force) L Drain. Erasing a signature takes a number of Complex Actions equal to the force of the effect and requires astral perception.

Hope that helps.
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Dashifen
post May 18 2004, 06:53 PM
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Okay, in worried about the death and what not of the guard, I guess my question got lost. I know the guard that was at the driver's side window would definately be able to ID me and probably Ember, if he was looking at her face. However, if that's the dead one we should be okay, because the other guard was not talking to either of us.
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Ecclesiastes
post May 18 2004, 06:57 PM
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QUOTE
Then, with scary precision, the guard on the drivers side stops in midstep as his body convulses once and he drops in a scortched heap of flesh.


Thats from Blitz's IC post, so it looks like we're in the clear (except for the spell signature).
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Shadow
post May 18 2004, 07:55 PM
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QUOTE (Buddha72 @ May 18 2004, 10:47 AM)
The guard's body has the signature and you use your Sorcery skill (TN = force of the spell). Each success reduces the time it lasts by one hour. It will last normally 1 hour per point of force in the spell or spirit (for Conjuring).  After making the Sorcery test, you must resist (Force) L Drain. Erasing a signature takes a number of Complex Actions equal to the force of the effect and requires astral perception.


Spell was Manabolt 6

TN = 6

Sorcery Test

14 11 05 03 03 02

1 point of karma to reroll failures

11 09 05 03

Drain 6L

05 05 04 03 02 01

No successes :(
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