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> Shadow Wars, A prospective game.
pbangarth
post Jan 5 2011, 11:34 PM
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Below is a link to my Google Docs page and a file for Google Earth with placemarkers for where I think things are. Karoline, let me know if anything is wrong.

LINK
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Saint Sithney
post Jan 5 2011, 11:38 PM
Post #302


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I take it the choppers are a few klicks apart at drop time, yeah?

Does the city look old enough to expect only pre-crash 2.0 tech?
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pbangarth
post Jan 5 2011, 11:47 PM
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Lucky Eddie aiming for the office tower:

Parachuting skillsoft 1 + BOD 6 + (this could be kinda important) Edge 5 = 12 dice, exploding sixes

==> 5 HITS

Yeah! Right on top, baby!
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Karoline
post Jan 6 2011, 02:40 AM
Post #304


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Here is a map for you in google earth. It defines all eight drop points, the landmarks mentioned so far, and also gives you an idea of the boundaries for the war zone itself.

Yes, with that many hits, Eddie may land anywhere near or even on the office building that you wish.

If anyone has architecture and/or nature knowledge skills, you may roll to try and guess at how long the city has been abandoned based on the state of decay of buildings and/or the encroachment of plants and such.
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Karoline
post Jan 6 2011, 02:42 AM
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And yes, should be at least 2 km or so between drop zones.
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pbangarth
post Jan 6 2011, 03:09 AM
Post #306


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OK, Lucky Eddie does architecture to find out how long the place has been abandoned;

INT 5 + Architecture 1 = 6 dice ==> 2 HITS

Thanks for the map!
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Karoline
post Jan 6 2011, 03:44 AM
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You're welcome. You had the buildings right, and at least one team right, but I figured showing all the team's positions would be good.

Lucky Eddie figures it is somewhere between 5 and 30 years based on the decay. Some buildings show more or less age. The newer looking ones could have been tampered with more recently, or might have simply been built to better standards, or maintained better when they were occupied.
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Saint Sithney
post Jan 6 2011, 06:06 AM
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Dunno if I'm remembering right or if the sheet i=I have reflects the final alterations on the sheet I sent you, Kara.
But here are my rolls according to what I've got recorded.

Defaulting on Parachuting test 9d6.hits(5) → [6,6,1,1,5,4,4,1,6] = (4)

Defaulting on botany test to gauge how long the city has been abandoned. Logic 5 + 3 NANs -1 defaulting = 7d6.hits(5) → [1,6,3,6,1,3,1] = (2)
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Karoline
post Jan 6 2011, 01:22 PM
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Four hits is also sufficient to reach the top of the building.

And yes, I'm showing the same stats.

That reminds me, has anyone popped any drugs or infusions or anything of the like yet?
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Garvel
post Jan 6 2011, 06:23 PM
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Fitz wont change the standard settings oh his parachute, so it should open at the preset height.

Defaulting on Parachuting test: 2 dice => 1 hit and a gitch ( I hate rolls with 2 dice -_- )

Fitz wants to aim his parachute also to the building where lucky Eddy lands. Unfortunately, this wont work propperly with a glitch. So, as soon as he realizes that he is drifting in the wrong direction, he will take of his parachute in midair, and will be swearing while doing that. (Using his multitool to cut the harness if necessary). Then he flies, and starts a nose dive heading for the building, to make up the lost time.
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Garvel
post Jan 6 2011, 08:07 PM
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QUOTE
That reminds me, has anyone popped any drugs or infusions or anything of the like yet?

No, but my Auto-Injector is programed, so that it injects: Guts when the Biomonitor reports an overnatural high fear-reaction, the traumapatch when the Biomonitor reports more than 10 boxes of physical damage, the stimpatch when the biomonitor reports more than 11 boxes of stun damage (but only if the physical damage is below 10), Oxyrush when the oxigen level in the blood is dangerously low, and Neuro Stun Nantidotes when the Olfactory Sensor reports a dangerous dose of Neuro Stun in the air.
Furthermore, when Guts is injected, my team is informed via tac net.

And by the way, I use counterspelling to protect us when ever possible. I will alway try to keep Eddy and BT in my field of view. That means that I will be positioned behind them, when we go somewhere.
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Karoline
post Jan 7 2011, 12:16 AM
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Good, will keep that in mind. And yes, normally 1 hit would give you a 1:3 glide ratio so you'd fall short anyway, and the glitch halves that to 1:6 glide ratio and a sour landing if you hadn't gotten free and begun to fly. Combined with the 500m auto-open. So yeah, they'll be nearly there by the time your chute opens and a sharp wind nearly sends you for a loop.
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Saint Sithney
post Jan 7 2011, 08:05 AM
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QUOTE (Karoline @ Jan 6 2011, 05:22 AM) *
That reminds me, has anyone popped any drugs or infusions or anything of the like yet?


I rolled my infusion thing back when we were still statting out, though the roll is technically not supposed to happen until it wears off, which might be after I have to burn some Edge to stay alive or something.

But I did include the Sideways bonus to perception when I was making perception tests, so, I guess, yes?

Gymnastics check! 7 Agility +3 Skill +2 Synthcardium +2 Raptor Legs = 14d6.hits(5) → [2,1,1,4,6,2,4,2,2,2,4,1,5,5] = (3) aww.. only marginally impressive.
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Garvel
post Jan 7 2011, 05:24 PM
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I woud like to summon 4 watchers which should stay for 2 hours.

First watcher summoning (2 hours): 10 dice => 2 hits
First watcher drain (2 hours): 14 dice => 2 hits

Second watcher summoning (2 hours): 10 dice => 1 hit (this guy will only stay for 1 hour)
Second watcher drain (2 hours): 14 dice => 3 hits

Somehow all this dicerolls are BS, but better to roll bad now than rolling bad when its important (IMG:style_emoticons/default/smile.gif)

Third watcher summoning (2 hours): 10 dice => 4 hits
Third watcher drain (2 hours): 14 dice => 4 hits

Fourth watcher summoning (2 hours): 10 dice => 7 hits (what a waste (IMG:style_emoticons/default/biggrin.gif) )
Fourth watcher drain (2 hours): 14 dice => 4 hits

The second half was fare better (IMG:style_emoticons/default/smile.gif)

no drain so far.
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Saint Sithney
post Jan 8 2011, 07:19 AM
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Rolling for kick-a-pow.
Agl 9 (just using the leg) + 2 skill + 2 charging bonus + 1 sideways = 14d6.hits(5) → [6,3,2,1,4,5,4,6,4,6,3,1,2,4] = (4)
Base cyberlimb damage is (str/2)P str is considered +2 for the raptor legs and is 11 after cybermods.

So, DV should be 11P

I'm going to roll against a "security door," (which is "reinforced" 8/9 Armor/Structure)
I figure it's not really a big thing, since I can kick over and over again until it gives, I just like rolling dice for the sake of story.

7x2=14d6.hits(5) → [3,2,1,4,4,3,6,5,1,4,3,1,3,4] = (2) so the door takes 9P and shatters. Opps! Actually that should have been 8x2=16, but, whatever. I'll pretend like they missed too...

Moving on.
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Garvel
post Jan 8 2011, 04:58 PM
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I tell the four watchers now: "Check this building for living beings that are bigger than a rat. If you find something, assense it and then return to me. If one of you dies, return to me immediately."
I let every single watcher repeat this order, to make sure they understood it, then I send them down.

I activate my Concealment(Self Only) power, but exclude BT, Eddi, my own spirits, and any obviously official shadow-wars camera-drones.
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Saint Sithney
post Jan 9 2011, 04:58 AM
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Hehehe, seems like everyone's taking on BT's overly-proper speech pattern (IMG:style_emoticons/default/nyahnyah.gif)

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Garvel
post Jan 9 2011, 05:31 AM
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Probably BT's professionalism has influenced Fitz already (IMG:style_emoticons/default/biggrin.gif)

And talking this way is really practical for explaining your arguments plausible.
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Saint Sithney
post Jan 11 2011, 02:32 AM
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Karoline, is there any sign of matrix presence in the city, or are the communications limited to mutual signal range only?

Also, anything up with this building? Do you want sensor rolls or anything? Did we spot the general landing sites of any of the other crews?

Basically, we need to implement some of these plans, so is there anything you need us to do to make that happen.


If your semester just started and it's kicking your ass, let us know, hey?
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pbangarth
post Jan 16 2011, 07:36 PM
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Hmmm... we seem to have lost our tormentor.
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Saint Sithney
post Jan 17 2011, 02:03 PM
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I hope Kara is okay...

Anyway, Gravel, don't forget that casting into a BC increases the Drain by (BC/2). Probably not a problem...
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Dakka Dakka
post Jan 17 2011, 02:07 PM
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QUOTE (Saint Sithney @ Jan 17 2011, 03:03 PM) *
Anyway, Gravel, don't forget that casting into a BC increases the Drain by (BC/2). Probably not a problem...
Drain is only increased, if the spell is cast within an area with BC besides reducing the spell's force. If the spell travels into an area of BC only its Force is reduced. If the Spell travels through an area of Bc this has no effect on caster or target.
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pbangarth
post Jan 17 2011, 02:17 PM
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Spotty access to internet next couple of days.
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Saint Sithney
post Jan 17 2011, 03:01 PM
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QUOTE (Dakka Dakka @ Jan 17 2011, 06:07 AM) *
Drain is only increased, if the spell is cast within an area with BC besides reducing the spell's force. If the spell travels into an area of BC only its Force is reduced. If the Spell travels through an area of Bc this has no effect on caster or target.


So your argument is that you shape the mana only at your location and not at the location where it takes effect?

Maybe that's true?
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pbangarth
post Jan 17 2011, 03:39 PM
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QUOTE (Saint Sithney @ Jan 17 2011, 10:01 AM) *
So your argument is that you shape the mana only at your location and not at the location where it takes effect?

Maybe that's true?

This is a tough one, and GMs may differ on the interpretation. Some argue that the mana is 'packaged' at the magician end and tossed at the target, in which case the BC around the target may not affect the magician. Others argue the mana is channeled along a link from magician to target, and if the link enters a BC then the magician suffers. We should get Karoline's opinion on this.
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