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> Travelling Gwillimburys, misfits professionals meld into Runner awesomeness
SleepIncarnate
post Dec 20 2010, 12:45 AM
Post #51


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For the drums

Assense Drums (8d6.hits(5)=2) = 2 hits
Assense Drums (7d6.hits(5)=3) = 5 hits
Assense Drums (6d6.hits(5)=2) = 7 hits total
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pbangarth
post Dec 20 2010, 02:29 AM
Post #52


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SleepIncarnate, all I know of Jacob is that he is a dwarf talismonger. Can you tell me more? PM if you want it to be a secret.
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SleepIncarnate
post Dec 20 2010, 02:39 AM
Post #53


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He's an old family friend, a magician of the druidic tradition, and the one who helped get Pyro set up here in Seattle, introduced her to Dana. Was partners with Pyro's father back in the day when they were both apprentice druids. And in case you're wondering, no, Pyro is not druidic, her tradition comes from her mom.
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SleepIncarnate
post Dec 21 2010, 04:14 AM
Post #54


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Astral Armor (10d6.hits(5)=2) 2 hits at Force 6
Resist Drain (5) (12d6.hits(5)=4) 1 stun taken
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pbangarth
post Dec 24 2010, 03:18 PM
Post #55


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I'll be away from computer most of today and tomorrow. Merry Christmas all.
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SleepIncarnate
post Dec 24 2010, 07:41 PM
Post #56


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merry saturday, have a holly jolly weekend *goes back to flying missions over Asskrakistan*
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Glyph
post Dec 25 2010, 06:22 AM
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Merry Christmas!
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Red-ROM
post Dec 31 2010, 01:56 AM
Post #58


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Just a personal observation, but it seems like, trying to plan for a run "in character" tends to slow down, and even kill games on dumpshock. What do you guys think?

I am trying to figure out what exactly we're trying to do. The info we have seems to point to this woman being robbed. So talking to her about it lumps us in with the "bad guys"

I think we should get up there, make ourselves a "nest" and do some recon. If we can come up with a good cover, we could tie it into our accomodations and our border crossing. I have an awesome Forgery skill, and a contact in the Department of Transportation.

The biggest flaw in this plan is that She is a powerfull mage that will be assensing us, and that makes it hard to con somebody like that.
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pbangarth
post Dec 31 2010, 01:59 AM
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I'm happy with planning being done efficiently and expeditiously here in the OOC thread. The more the planning is in character, the happier I am as a story teller. Either way, I'm happy.
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Red-ROM
post Dec 31 2010, 02:03 AM
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I'd like to do it in character, but that requires a lot more leadership and clashing of fictitious egos. I mean, Max is a goofball and Pyro has no respect for him.
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pbangarth
post Dec 31 2010, 02:13 AM
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Well, we don't have a time limit here. If it takes weeks to get to a conclusion, what is lost? If you guys think that character clashes may sink this boat, then do what you have to, but I don't see that happening... yet, anyway.

Respect for each others' talents doesn't appear instantly. You gotta earn respec', boy!
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pbangarth
post Jan 3 2011, 04:41 PM
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Initiative roll from everyone, please.

Bongo: 9 dice ==> 1 HIT

Initiative = 10.
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SleepIncarnate
post Jan 3 2011, 07:56 PM
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Pyro: 8 dice ==> 6 hits = 14
Initiative (8d6.hits(5)=6)

And I was just in the middle of posting some nice ICness for her, guess I'll have to hold off on it. On that note, when it gets to her turn, I want to use the Manabolt she did roll.

Manabolt (12d6.hits(5)=5) 5 hits on a Force 6 Manabolt is nice
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pbangarth
post Jan 3 2011, 08:28 PM
Post #64


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@SleepIncarnate: Aww... missed the nICeness.

Go ahead and Resist Drain as well, please.
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SleepIncarnate
post Jan 3 2011, 09:16 PM
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Resist Drain (3) (12d6.hits(5)=2) take one stun, putting me at 2 total
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Red-ROM
post Jan 4 2011, 01:47 AM
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Initaitive: [6,5,2,4,5,6,4] = (4)

7+4= 11
one IP
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Glyph
post Jan 4 2011, 03:01 AM
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Initiative 5 hits + 11 = 16

Free action to activate his wired reflexes
Simple action to extend his monowhip
Simple action to observe in detail (5 net hits) to determine the best spot to strike this thing to free Bongo.
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pbangarth
post Jan 4 2011, 03:25 AM
Post #68


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Glyph does indeed go first... this time, so he is the first to act.

Next are Pyro and the spirit concurrently, then Max, then Bongo.
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Glyph
post Jan 4 2011, 04:06 AM
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Didn't mean to jump the gun, IC, but I saw everyone else's initiative, and the spirit was already taking its actions. He won't really accomplish anything this round, anyways. But I didn't see him as leaving his wired reflexes on in a cluttered pawn shop and relatively relaxed circumstances. He'll know better next time.
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pbangarth
post Jan 4 2011, 04:29 AM
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It's OK. I wasn't stressed about it.
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pbangarth
post Jan 4 2011, 01:22 PM
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I'm on my way out the door for a few hours, so rather than look it up, I'll ask. Do the wired reflexes turned on this initiative pass give another pass this Combat Turn, or does Glyph have to wait till next Combat Turn to be faster?
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SleepIncarnate
post Jan 4 2011, 02:17 PM
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Pretty sure it's this turn, turning them on is just a free action.
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Glyph
post Jan 5 2011, 02:54 AM
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According to the rules (pg. 134 SR4, let me know if SR4A changed it):

"If the number of initiative passes available to a character increases, that character does not gain the extra initiative passes for that turn."

So Tristan will just have 1 initiative pass this round, and three the next round. That makes turning wired reflexes off more of a disadvantage than I thought it would be, so I will probably be having him keep them on more often, or at least when there is even a chance of bad things happening.
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pbangarth
post Jan 5 2011, 04:06 AM
Post #74


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QUOTE (Glyph @ Jan 4 2011, 09:54 PM) *
According to the rules (pg. 134 SR4, let me know if SR4A changed it):

"If the number of initiative passes available to a character increases, that character does not gain the extra initiative passes for that turn."

So Tristan will just have 1 initiative pass this round, and three the next round. That makes turning wired reflexes off more of a disadvantage than I thought it would be, so I will probably be having him keep them on more often, or at least when there is even a chance of bad things happening.

I checked the same section in SR4A, and it is the same info.
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Red-ROM
post Jan 5 2011, 04:07 AM
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yea, I thought about hitting the cram, and realized it would take too long
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