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> OOC- Shadow's Dawn: Diving into the past
Aria
post Oct 12 2011, 12:22 PM
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QUOTE (Aria @ Oct 7 2011, 08:25 AM) *
I suspect I don't even have to roll anything as I have 6 hardened armour in drake form (and higher armour than that because of my adept powers...) but maybe I'll make some rolls...it's no fun if it's too one sided (IMG:style_emoticons/default/nyahnyah.gif)


Ok, been remiss...here's my combat roll
Breath Weapon 15D [9P, AP-, Elemental Effect: Fire ½ Impact Armour] 8 hits!!!

Dodge 16D (-3D which I forgot)= 4 hits and 3 hits...so no luck there even if they could touch me...

Let me know how much carnage I do and then I'll IC it or leave it to you (IMG:style_emoticons/default/smile.gif)
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Seth
post Oct 14 2011, 08:18 AM
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@Pbangarth
I don't think Mandala saw the dwarf, did he? Nope.
Hope you are having a nice time in Liverpool. I have to say "Capital of Culture 2008" or not, it's not my favorite city.

@Alyena
You can instruct "your" mooks on your next go (simple action to instruct all of the them to do the same thing, or a simple action to command one to something). Until you instruct them they are still "my" mooks. Mu ha ah.

@Aria
Combat link is on http://forums.dumpshock.com/index.php?show...t&p=1112757
The bad guys are making 10 attacks on you over the fight. Can you make 8 more defences. They are not -1 per extra defence, as the attacks are scattered and I knocked three off your defence.
I edited the damage a bit in the original post(forgot you hardened armor, so I reduced the damage a bit so it might do you some good)
The base damage is 5P, so if they get 2 nett hits they have enough to get through your hardened armor

The breath weapon is impressive and as long as they don't chew you up, you can break the winches.

@Fearghas
Just remind me "what wandering question"?

@general
I'm mostly waiting for you guys.
Alyena/Fearghas have started the combat at the air defence. Alyena has acted, waiting for Fearghas
Marduk/Mandala you can do what you want. Marduk saw a dwarf go in below. The Air defence has a huge magical ward around it (stuff can go out but it's harder for stuff to go in). Mandala you could be there in a heartbeat.
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pbangarth
post Oct 15 2011, 02:33 AM
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I sure had a good time in Liverpool, though. And checked out a hill in the Lake District that has had the name The Bangarth for a few hundred years. Got a local archaeologist checking it out, too!

OK, before I cut out for another couple of days, Mandala will scoot over and do a number on a ward around a defensive weapon. #1 I guess.

IP 1 go astral. Oh! Hey! Air elementals can aid sorcery for combat spells in Mandala's tradition. And look! Here's one asking what to do next!

IP 2 zip to the ward with his elemental buddy and Shattershield it: Oh. Gotta switch spells in the matrix power. So he'll put Shattershield in it and be ready for next combat round.

Any sense what Force the ward is? Should I assense it?

INT 8 + Assensing 4 + specific thing being looked for 3 = 15 dice ==> 9 HITS
Ohhhkaaaayyyyy.... he know's its mother's maiden name, and in fact the date she lost her maidenhood.

He will adapt the power of his spell to the ward's Force.

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Seth
post Oct 15 2011, 07:29 AM
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@Pbangarth
You suspect the ward is a rank 10: See the clue

Your IP1:
Lol. Well I bet that's not covered in the rule book: spirits aiding other spirits. We can treat it the same as "Calling" which I suspect works for spirits. Sure go with it. Instruct the spirit while you are going astral.
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pbangarth
post Oct 15 2011, 12:57 PM
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Damn. I looked for that clue and couldn't find it. Of course, I was doing it at 3 am Liverpool time. Thanks.
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Aria
post Oct 15 2011, 06:19 PM
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Ok, 8 more defends at 13D...I suspect none get through...?!?

13d6.hits(5) → [2,1,3,2,3,4,5,5,5,2,5,5,5] = (6)
13d6.hits(5) → [4,2,3,2,6,5,1,2,6,4,1,6,2] = (4)
13d6.hits(5) → [2,2,4,6,1,5,4,6,5,4,3,3,5] = (5)
13d6.hits(5) → [3,2,2,4,1,1,2,4,6,4,6,2,6] = (3)
13d6.hits(5) → [6,1,2,4,3,4,4,1,6,6,4,5,5] = (5)
13d6.hits(5) → [1,4,5,5,3,4,5,2,2,4,4,2,5] = (4)
13d6.hits(5) → [3,6,1,5,2,1,5,5,1,1,1,5,2] = (5)
13d6.hits(5) → [3,1,6,6,4,1,4,5,6,1,2,3,6] = (5)
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Seth
post Oct 15 2011, 07:05 PM
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@Aria the 4th one hits you but bounces off your hardened armour.
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Sephiroth
post Oct 16 2011, 01:02 AM
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@Seth- Ready set glove slap.

I was referring to this question.
QUOTE (Sephiroth @ Oct 4 2011, 02:33 PM) *
[The tenth hour, Day of the Bull, Month of the Dragon, 1700 TH - Between the endless stairway and the roof near air defense one]
I wonder, will the Horror know now that I am clearheaded and not bound by the mentalities I had during these years?


F4 Phantasm roll (not that it should matter in this instance (IMG:style_emoticons/default/wink.gif) ): Magic 6 + Spellcasting 6 + Illusion 2 = 14d6 = 4 hits
Drain: Charisma 12 + Willpower 5 = 17d6 = 4 hits.
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Seth
post Oct 22 2011, 01:18 PM
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@General
Work has been horribly busy. Hopefully I have a few weeks now when that is not so,

@Fearghas
Nice invite to duel. Unfortunately he cannot formally duel you, as that needs seconds and stuff, and anyway he is a military officer forbidden from duelling on duty. However he has set him men to killing Alyena, and seems bent on fighting you himself. Nice piece of double think you!

Speaking and glove slapping obviously takes no time so:

Initiative:
Delaram 24 (Air dance + cobra strike)

IP 1
Tiger spring + movement to get into position.

IP 2
Still moving

IP 3
Acrobatic strike 7 successes gotta love those auto successes
Base damage 5P AP -4

@Marduk/Mandala
You need to decide what to do...
  • Go help Fearghas/Alyena
  • Investigate the Hall
  • Go help Ryl
  • Send the elemental to do some of the above


@Alyena
You have acted on IP1, so carry on. The group charging you won't be here until the end of next round

@Aria

You can IC hacking your ship free from the Snake's Fury, and heading towards the Hall of Twin Axes.




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pbangarth
post Oct 22 2011, 03:24 PM
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OK, Mandala is over at the ward around Air Defense #1, and has Assensed it to determine its Force. Having done so, he wishes to Shattershield it. The friendly, helpful elemental is there, and Mandala would like to ask it to aid his sorcery to shatter the ward. I'll do that in IC and wait to hear its answer and if affirmative find out the elemental's Force in order to do the dice roll here.
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Aria
post Oct 24 2011, 12:28 PM
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Was that melodramatic and swashbuckly enough? I could probably do better with more sleep (IMG:style_emoticons/default/nyahnyah.gif)
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pbangarth
post Oct 24 2011, 02:13 PM
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QUOTE (Aria @ Oct 24 2011, 07:28 AM) *
Was that melodramatic and swashbuckly enough? I could probably do better with more sleep (IMG:style_emoticons/default/nyahnyah.gif)

Without a doubt, all hands have girded themselves, and consider themselves honoured to be here this day of days!
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sabs
post Oct 24 2011, 02:37 PM
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Marduk will investigate the Hall, suffering from a distinct lack of ability to fly rapidly (IMG:style_emoticons/default/smile.gif)
stupid 1000meters/round moving spirits. *grumble*

I know the Dwarf is invisible, but I should be able to assense him and see a giant glowly aura of an invisibility spell.
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pbangarth
post Oct 24 2011, 02:49 PM
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I'm moving this weekend, and so next week I may have spotty connection for a few days. I'm going to try to do as much as I can this week. In that regard, I will make a couple of assumptions about the air elemental and hope Seth doesn't get too mad.

Assumptions: 1) Force 5, and 2) will Aid Sorcery the Shattershield

Mana barriers can be bolstered with Counterspelling to resist Shattershield (SM p. 165) so this ward could be pretty tough.

Shattershield Force 9: spellcasting 3 + Magic 9 + talisman 1 + aid sorcery 5 + Edge 8 = 26 dice

==> 5 HITS (IMG:style_emoticons/default/question.gif)

I had such high expectations. i feel so ... deflated. Can't use Edge or a DM point to fix this.

So damage is 9 + up to 5 more.

Drain 5S
resist 19 dice ==> 9 HITS (IMG:style_emoticons/default/twirl.gif) no drain

Matrix drain 5S
resist 10 dice ==> 2 HITS
I already have 2 points of this drain, and we're in a fight now. OK, use a point of Edge to get 8 more dice, exploding sixes
==> 8 HITS

Alright, where's the camera? Who's playing with my mind? 'Fess up.

[ Spoiler ]
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Seth
post Oct 25 2011, 09:28 AM
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@Pbangarth
Assumption: force 5, force 8. the extra 3 die got you another success.
5 hits is good! Mind you 26 die is pretty damn good.

Barrier rolls it's rank to avoid it. You will be pleased to know that there wasn't a counterspeller supporting it: 3 successes.
By my calculations you did 9+5+1 = 15 damage, the barrier has a rating of 10 and reduced that down to 12 damage. The barrier has 13 hitpoints...so close and yet not quite. On the astral the barrier goes red and starts to crack


Aside: Just confused why you rolled drain twice. The matrix is just a "time sink". It takes time to put the spell in a matrix but does not cause or add to drain. Also remember that the enhanced matrix reduces the drain by a point.

@Sabs
The door way is open a crack: the invisible dwarf left it slightly ajar. Looking inside the hall crackles with magical energies. The hall is long and thin: looks a bit like the English Parliament house of Lords: nice expensive looking padded benches. There are some Golems on the sides: you count 5 each side. Each golem is effectively a possessing spirit in a homunculus: the suit of armor. There is a cheap looking folding table in the middle, and some guards: an obsidiman, a troll, 2 lizardmen and 2 humans are playing cards. There are large steins full of small beer (looks like they don't want to get drunk, but don't mind having a good time).

Inside the hall you cannot hear any sounds from outside: there is a magical damping anti-sound field. The guard's look oblivious to the Sphinx, the breaking of the dome, and the devastation outside.

At the end of the hall, is a throne made of gold. A work of art: beautiful filigree work. There is a chest with a cushion on it to the right of the throne, and on the cushion is a Crown. The throne is astrally warded with one of the more potent wards that you have seen (it's up there with Warder's craftsmanship).

Can you make an assensing roll to see the Dwarf?

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pbangarth
post Oct 25 2011, 01:46 PM
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QUOTE (Seth @ Oct 25 2011, 04:28 AM) *
@Pbangarth
Assumption: force 5, force 8. the extra 3 die got you another success.
5 hits is good! Mind you 26 die is pretty damn good.

Barrier rolls it's rank to avoid it. You will be pleased to know that there wasn't a counterspeller supporting it: 3 successes.
By my calculations you did 9+5+1 = 15 damage, the barrier has a rating of 10 and reduced that down to 12 damage. The barrier has 13 hitpoints...so close and yet not quite. On the astral the barrier goes red and starts to crack


Aside: Just confused why you rolled drain twice. The matrix is just a "time sink". It takes time to put the spell in a matrix but does not cause or add to drain. Also remember that the enhanced matrix reduces the drain by a point.

I've rolled the second Drain resistance a number of times. I thought there was a Drain for using a matrix, 2S per level, and that the Drain stats for that were Willpower + Body. Is this not so? If not, then Mandala has no matrix Drain at the moment and didn't need to use a point of Edge to reduce the Drain from the matrix in the last spell casting.

As far as the ward goes, it won't refresh till the end of the combat round, so another blast from Mandala in IP 2 should do it. That's what he will do. Now that he knows how the ward resists he won't ask the spirit for an Aid Sorcery this time. Oh, just to add to the confusion, Drain for this spell is (F/2)-3, not (F/2)+1 as I had it last time. D'uh.

Shattershield F9: Spellcasting 3 + Magic 9 + Talisman 1 = 12 dice

==> 3 HITS *sigh*

OK, I'll throw in that Edge that I didn't have to use last IP: 8 dice exploding 6s

==> 6 HITS (IMG:style_emoticons/default/wobble.gif)

So, 9 DV and 9 hits on the spellcasting.

Drain is (9/2) - 3 = 1
resistance 19 dice ==> 9 HITS no Drain.

[ Spoiler ]
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sabs
post Oct 25 2011, 02:36 PM
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ASSENSING: 13d6:
2 4 3 1 4 6 6 5 3 5 3 1 6 (5) hits

Uh, wow, that's a lot of Adepts I can't do anything about. Too bad, this room looks like it could be important.
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Seth
post Nov 2 2011, 07:01 PM
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Sorry for a weeks silence. I am ill at the moment. ETA for getting better: weekend.
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pbangarth
post Nov 4 2011, 05:59 PM
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No probs, my new place won't have internet till Tuesday, so I am glad things hae slowed.
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Sephiroth
post Nov 7 2011, 04:54 AM
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QUOTE (Seth @ Oct 22 2011, 08:18 AM) *
@Fearghas
Nice invite to duel. Unfortunately he cannot formally duel you, as that needs seconds and stuff, and anyway he is a military officer forbidden from duelling on duty. However he has set him men to killing Alyena, and seems bent on fighting you himself. Nice piece of double think you!

Initiative:
Delaram 24 (Air dance + cobra strike)

IP 1
Tiger spring + movement to get into position.

IP 2
Still moving

IP 3
Acrobatic strike 7 successes gotta love those auto successes
Base damage 5P AP -4

*bows* Thank you sir. I have returned from the depths of lots and lots of midterms and awful classwork and other associated crap. Let me get this taken care of.

Initiative: 3 Reaction + 5 Int + 2 Elemental Long Spear = 10d6 = 4 hits + 2 auto successes from Air Dance = 16. Not quite as impressive as the 2070's Fearghas, but that's ok.

IP1: Drop Phantasm, go into full defense using Anticipate Blow and a full parry. Parrying monsieur Delaram: Reaction 3 + Blades 4(5) (+2 Spears) x2 + Combat Sense 5 = 22d6, also using a Dream Manipulation point because present-day Fearghas likes to do overkill = 22d6 + Edge 3 = 25d6.hitsopen(5,6) + 1 auto success from Anticipate Blow (I don't think the magical tacnet applies here, because Alyena and I are going against different targets, right?) = 9 hits = 10 hits

Bad luck roll: 1 Oh no...
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pbangarth
post Nov 8 2011, 05:08 PM
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Oh no...
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Seth
post Nov 10 2011, 03:11 PM
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I am sorry to inform you all that I will no longer be able to take part in Dumpshock games.

I have enjoyed my time playing with all of you, and have many fond memories of interacting with you.

Unfortunately as some of you know, my business collapsed this year, and I am having to deal with the fallout from that. We went from a 70 man company to 50 to 20 to none in a short time. The financial and emotional fallout from that was and still is considerable. In addition I am starting a new business. As you are probably aware, the stress levels and time requirements of a start up are severe. I am working 16 to 18 hour days, and just don't have the intellectual capacity or imagination to spare to play a RPG.

I feel bad about leaving this game in a mess, but I am just unable to devote any time to it. My guilt over neglecting my GMing and playing reponsibilities is quite considerable.

I hope to be able to start playing dumpshock in a year or two (this is my third start up...so I have a good idea how the lifecycle goes, and in a year or so the work will tail off, one way or another).

This has been quite a hard post to write, as I have quite an emotional attachment to all the people I have played with: bizarre as we have never met, but still...

I wish you all the best, and hope you are all still here in a year or two when I can come back.
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sabs
post Nov 10 2011, 03:14 PM
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Good luck on your business venture.
It's a tough economy out there... but I hope it works out well for you.

We'll see you in a year or two (IMG:style_emoticons/default/smile.gif)
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pbangarth
post Nov 10 2011, 07:14 PM
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We'll miss you, buddy. And we'll be waiting here.
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Aria
post Nov 11 2011, 09:06 AM
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Yep, we'll all miss you - bookmarking this thread so we can all find it again if you are able to rejoin us!

A
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