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> OOC- Shadow's Dawn: Diving into the past
Sephiroth
post Jun 10 2011, 05:56 PM
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I was under the impression the gyro mount was for the grenade launcher attached to his shoulder.

I just realized Fearghas got shot at the top of those shelves... which are 16 feet high. So whatever, it doesn't matter with the recoil. Looks like I lose anyway.

Resisting 6 damage: Body 2 + Impact armor something/2 = 2d6 = nope.

If it is Physical, Fearghas is dead. 13P is outside his overflow. If it is Stun, he is unconscious and almost dead.
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Aria
post Jun 10 2011, 05:57 PM
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QUOTE (Sephiroth @ Jun 10 2011, 06:56 PM) *
I was under the impression the gyro mount was for the grenade launcher attached to his shoulder.

I just realized Fearghas got shot at the top of those shelves... which are 16 feet high. So whatever, it doesn't matter with the recoil. Looks like I lose anyway.

Resisting 6 damage: Body 2 + Impact armor something/2 = 2d6 = nope.

If it is Physical, Fearghas is dead. 13P is outside his overflow. If it is Stun, he is unconscious and almost dead.


You could always 'hand of god' it with edge?!?
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Sephiroth
post Jun 10 2011, 06:06 PM
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QUOTE (sabs @ Jun 10 2011, 02:43 PM) *
The Vindicator Minigun says: When Activated the Minigun requires 1 simple action to activate.
I will note that said Simple Action happened on IP 1 of Round 17. When He began firing.

Did your initiative beat his? Your additional Knockdown may result in him missing you again. And Is he even shooting at you? I thought he was shooting at Bjoern?

I struggle with the concept of being knocked backwards by a sonic explosion without your finger moving off the trigger of a gun you're shooting, yes, it's impossible to knock him down with less than 10 damage, yes, this was in the beginning of the IP when Bjeorn had not yet met him in paw-to-claw combat.
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sabs
post Jun 10 2011, 06:07 PM
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slow down first off:
Dodging IP 3, Full Defense Interrupt: Reaction 2 (6) + Good cover 4 + Running 2 + Dodge 1 + Levitate surprise 3 - wide burst 14 = 2d6 (do you have edge left, if so I'd spend it) That would give you 5d6 with exploding 6's (not great.. but it's something, you only need 2 hits)

Assuming you can't dodge 2 hits:
It's 6P -1DV give or +2P at the most.

Didn't Fearghas put on armor? That should give you 4 points of balistic armor.
Which sadly still makes the damage physical but.
it's 2body+2shelves+4armor =8d6.


Edited because Running gives you +2, not +1
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Sephiroth
post Jun 10 2011, 06:07 PM
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QUOTE (Aria @ Jun 10 2011, 02:57 PM) *
You could always 'hand of god' it with edge?!?

Perhaps.
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pbangarth
post Jun 10 2011, 06:08 PM
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I've been focused on Mandala's imminent lunchification, and didn't follow the battle down below closely, but isn't the Major severely slowed by his damage? Don't both Fearghas and Bjeorn go before the Major shoots? And where did Fearghas' armor go?

What day is it? Who am I? Why am I here?
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sabs
post Jun 10 2011, 06:09 PM
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QUOTE (Sephiroth @ Jun 10 2011, 07:06 PM) *
I struggle with the concept of being knocked backwards by a sonic explosion without your finger moving off the trigger of a gun you're shooting, yes, it's impossible to knock him down with less than 10 damage, yes, this was in the beginning of the IP when Bjeorn had not yet met him in paw-to-claw combat.


He's using electronic firing(I would imagine). There is no trigger. The trigger, to quote my favorite comedian, is 'In his mind'.



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Ghost_in_the_Sys...
post Jun 10 2011, 06:16 PM
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QUOTE (pbangarth @ Jun 10 2011, 01:08 PM) *
Why am I here?

Spirit Bane forgot to pack a lunch.
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sabs
post Jun 10 2011, 06:17 PM
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It's the top of IP3.
Major PainNZAss is kneeling and firing a wideburst at Fearghas. Bjeorn is leaping down the hole and charging towards him. Fearghas is levitated, moving, and behind the shelves. This provides him with many bonuses, but -14 from said wideburst sucks balls.

Fearghas has 2 dice for dodging, but he should really edge that for 5d6 exploding 6's and pray.

If that fails, he should have 8d6 of soak against 7DV. Which should hopefully get it down to 4 damage, tops.

Feaghas, roll again, this time using the right dice, and I would use Edge.
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Sephiroth
post Jun 10 2011, 07:07 PM
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QUOTE (sabs @ Jun 10 2011, 03:17 PM) *
It's the top of IP3.
Major PainNZAss is kneeling and firing a wideburst at Fearghas. Bjeorn is leaping down the hole and charging towards him. Fearghas is levitated, moving, and behind the shelves. This provides him with many bonuses, but -14 from said wideburst sucks balls.

Fearghas has 2 dice for dodging, but he should really edge that for 5d6 exploding 6's and pray.

If that fails, he should have 8d6 of soak against 7DV. Which should hopefully get it down to 4 damage, tops.

Feaghas, roll again, this time using the right dice, and I would use Edge.

If you say so. Fearghas used his last Edge to try to asplode Major et al (which would have been much more effective if Astral Hazing hadn't affected the spell, and also probably would have made the ceiling and anything ~3 meters above the floor in Snake Head's room above the storeroom door explode for Rule of Cool factor, but oh well), so the following is dependent on whether Seth is nice enough to refresh one of my Edge points as a result of my bravery/recklessness/insanity in engaging Ursa Major alone. If he decides it is better not to do so, I will understand.

2d6 + Edge 3 = 5d6= sigh...how appropriate for Bad Luck

Body 2 + shelves 2 + ballistic 4 - AP 1 = 7d6 = 3 hits EDIT + 4 for the rest of Ballistic armor = 4d6 = 2 hits So 5 hits total. That brings the damage down to 3S. So Fearghas is unconscious with 1P damage and is just floating in the air like unconscious bodies are wont not to do.

Resisting falling: Body 2 + impact/2 2 = 4d6 = really? = http://profile.ak.fbcdn.net/hprofile-ak-sn...0896_5669_n.jpg
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sabs
post Jun 10 2011, 07:54 PM
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why do you keep doing impact/2?
IS the good Major shooting SnS ammo?
I'm really confused.
Is this some weird rule from Levitate?
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Seth
post Jun 10 2011, 07:55 PM
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@Fearghas
As far as checking for the legality of the GM actions, I am trying very hard to play as close as I can to RAW. I am publishing the bad guys rolls which keeps me legal, and gives me the opportunity to improve my understanding of the rules. I tried to be very careful in this fight because its utterly deadly (and advertised as such). I'll try and cover off the points that you make. I suspect I have made mistakes, but I have tried very hard not to.
  • Don't forget that there are flak jackets everywhere. I understood (and posted in my summaries) that everyone is wearing one. You don't have to, but I recommend it strongly! The Flak Jackets are the equivalent of armour jackets. 8/6 armor.
  • Don't worry about the falling damage, the levitate spell is quickened, and does not have a duration of concentration. You are hanging in the air.
  • I gave Mandala a point of edge back for being crazy brave with Captain Zeia. I am happy to give you one back as well.
  • Guards standing up: The guards had two actions (got to love combat drugs). I only gave them one suppressing fire, as the their other action was getting back off their asses. I suspect on IP3 they are going down again.
  • As far as the spinning of the barrels go: the major took about 6 rounds to arrive. I don't think there is a requirement not to move with spinning stuff.
  • The major has: +3 recoil comp from strength, +3 from gas recoil, +5 from a gyro mount, +1 from electronic firing, +1 from a hip pad, and 1 for being a cool and deadly cyberzombie. Thats 14 points, of which only 1 was because he is a high tech research establishment.
  • The major is using electronic firing, and doesn't need a finger to pull the trigger, so the barrel keep spinning. Even if he took his finger off, I suspect the moment of innertia of his gun is non trivial, and the gun takes several seconds to spin down. (See Predator for cinematic examples. The only real world Gatling gun I have seen are ship's point defense systems).
  • Comment on astral hazing: this is a cyber zombie. Its a positive feature designed to make cyber zombies hellish to spellcasters. I read the section (several times) and it says nothing either way about instant duration spells. Given that aspected and negative domains are treated the same, I just cannot see instant spells not loosing energy going into a negative domain, and similarly not going all screwy when they go into an aspected domain. If the instant spells were affected, I would have to find some other way to make the Major tough, otherwise he would be fodder for the first mage he saw, and we can't have cyberzombies being wussy.


To summarise:
You have 4 more die for the ballistic armour.
You don't need to roll the falling damage

If you are knocked out, this isn't the end of the game for you. I suspect at most it will be a couple of weeks of quiet time.
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Sephiroth
post Jun 10 2011, 07:57 PM
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Falling damage resistance tests use Impact/2. The first test was for resisting the damage from getting shot. The second test was for resisting the damage from falling to the floor from 16 feet up.
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Big Fella
post Jun 10 2011, 08:08 PM
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Initiative 18

I will try and hit the Major on my Go. A glitch...thats a glitch! I'll spend an edge being ineffectual waving my hands at him.
Adept powers I have lost: Critical strike 1, Combat sense 1, Berserk 1, Improved body 0.75, Smashing blow 1
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Seth
post Jun 10 2011, 08:09 PM
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My understanding of peoples initiatives:
Major Pain 28
Angel 24
Ryl 23
Black IC 20
Bjeorn 18
SPIKE 14
Fearghas 14
GREMLIN 14
Mandala 12
Cadarvermen 12
Lean'drea 11
Spirit Bane 10
Alyena 10
Guards 10
Angel's Paladin 9
Marduk 8

Starting: More Guard's on the floor, all at significant minus's. Major Pain on the floor.

In rough initiative order

The Major's actions for IP 1
Based on that the Major is planning on making Bjeorn's life short and miserable.
Free Action: Commanding his troops to focus their fire on Bjeorn
Complex Action: Pressing the quick release harness to get out of the Gyro mount and drop the mini gun. I see Snicker/Snacker melee action in Bjeorn's future

@Aria, Angel
You two girls can ignore the Black IC and move into the courtyard if you want, or you can toe to toe it. I'll post the Black IC's actions after you have done yours.

@Fearghas
Your second sonic boom, combined with GREMLIN's shooting has taken out just about all the guards in front of the Major. The Major's soak was (just the first roll) 6 successes.

GREMLIN
The two doberman's outside move into position and start shooing the guards with suppresive fire http://invisiblecastle.com/roller/view/3066548/
The guards get hit a lot from one of the dobermans, not so much for the second: http://invisiblecastle.com/roller/view/3066551/ and http://invisiblecastle.com/roller/view/3066553/
The guard's soak rolls: what they lack in skill they make up for in good quality equipment. http://invisiblecastle.com/roller/view/3066554/ Mostly the bullets just spang off the armor.

The one remaining doberman at the front fires supressing fire at the guard's at the front: just take the first. Now we are talking! 7 successes
Guard's dodge roll: http://invisiblecastle.com/roller/view/3066559/
Guard's soak roll: http://invisiblecastle.com/roller/view/3066560/

@Lean'drea
As requested by the others, the Cadarvermen strike. This is just before the guard's act.


Cadarvermen strike: http://invisiblecastle.com/roller/view/3066563/ Its brutal, and they are doing 6P AP -2 with their nice swords. Soak rolls: http://invisiblecastle.com/roller/view/3066565/ The two guard's are going down (they had their back to the Cadarvermen, as they were about to strike Spirit Bane).
I recommend you make some sort of knowledge skill about Cadarvermen, before deciding what to do.

I'll let you decide what to do before I post what Spirit Bane does.


It's late here, so I will post that lot up IC tomorrow morning


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sabs
post Jun 10 2011, 08:13 PM
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I feel slow (IMG:style_emoticons/default/smile.gif)

Seth, Am I aware of whats' going on in room 27a?
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Ghost_in_the_Sys...
post Jun 10 2011, 08:25 PM
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There are actually people slower than Lean'drea? That's impressive!

We shall name you The Sloth Squad!
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Sephiroth
post Jun 10 2011, 08:28 PM
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QUOTE (Seth @ Jun 10 2011, 04:55 PM) *
@Fearghas
As far as checking for the legality of the GM actions, I am trying very hard to play as close as I can to RAW. I am publishing the bad guys rolls which keeps me legal, and gives me the opportunity to improve my understanding of the rules. I tried to be very careful in this fight because its utterly deadly (and advertised as such). I'll try and cover off the points that you make. I suspect I have made mistakes, but I have tried very hard not to.
  • Don't forget that there are flak jackets everywhere. I understood (and posted in my summaries) that everyone is wearing one. You don't have to, but I recommend it strongly! The Flak Jackets are the equivalent of armour jackets. 8/6 armor.
  • Don't worry about the falling damage, the levitate spell is quickened, and does not have a duration of concentration. You are hanging in the air.
  • I gave Mandala a point of edge back for being crazy brave with Captain Zeia. I am happy to give you one back as well.
  • Guards standing up: The guards had two actions (got to love combat drugs). I only gave them one suppressing fire, as the their other action was getting back off their asses. I suspect on IP3 they are going down again.
  • As far as the spinning of the barrels go: the major took about 6 rounds to arrive. I don't think there is a requirement not to move with spinning stuff.
  • The major has: +3 recoil comp from strength, +3 from gas recoil, +5 from a gyro mount, +1 from electronic firing, +1 from a hip pad, and 1 for being a cool and deadly cyberzombie. Thats 14 points, of which only 1 was because he is a high tech research establishment.
  • The major is using electronic firing, and doesn't need a finger to pull the trigger, so the barrel keep spinning. Even if he took his finger off, I suspect the moment of innertia of his gun is non trivial, and the gun takes several seconds to spin down. (See Predator for cinematic examples. The only real world Gatling gun I have seen are ship's point defense systems).
  • Comment on astral hazing: this is a cyber zombie. Its a positive feature designed to make cyber zombies hellish to spellcasters. I read the section (several times) and it says nothing either way about instant duration spells. Given that aspected and negative domains are treated the same, I just cannot see instant spells not loosing energy going into a negative domain, and similarly not going all screwy when they go into an aspected domain. If the instant spells were affected, I would have to find some other way to make the Major tough, otherwise he would be fodder for the first mage he saw, and we can't have cyberzombies being wussy.


To summarise:
You have 4 more die for the ballistic armour.
You don't need to roll the falling damage

If you are knocked out, this isn't the end of the game for you. I suspect at most it will be a couple of weeks of quiet time.

  • My apologies. You did not mention before anywhere about what recoil compensation he had, so that is what I was concerned about. I did not know that you were using recoil comp to deal with the mod.
  • I had searched through the thread looking for where you had first talked about the flak jackets, but couldn't remember where it was, and didn't have any idea what the ratings on the damn things would be. Cool cool.
  • Super awesomesauce. (IMG:style_emoticons/default/smile.gif)
  • My Edge roll was terrible anyway, so it makes zero difference whatsoever.
  • Just seemed like a bit of a reality disconnect that troops with nosebleeds who'd been slammed backwards into the wall would be back up in 3 seconds flat is all. Just seems a little weird IRL.
  • RE spinning: Didn't have a problem with him starting the gun before blasting in. Like I said, I just thought he was using an actual trigger and that the air literally exploding in his face would do a little bit more to make him reflexively let go of the trigger. I don't believe the electronic trigger was mentioned before, so my apologies.
  • Like I said, I thought the gyro mount was for the grenade launcher on his back, but w/e, my bad.
  • Cyberzombie nature of his Astral Hazing is a good point. Him reducing combat spell Force with his Haze just by virtue of cyberzombieism I'm fine with. I hadn't read the CZ section in a while, so I'd forgotten that a CZ domain isn't from a Negative Quality. So I will concede that to you. I still think the point about Astral Hazing as a negative quality still stands, though. I mean, it's supposed to be detrimental to a character, not help turn them into amazing magekillers. That's what Magic Resistance and Arcane Arrester are for.
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Seth
post Jun 10 2011, 08:40 PM
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QUOTE (sabs @ Jun 11 2011, 09:13 AM) *
I feel slow (IMG:style_emoticons/default/smile.gif)

Seth, Am I aware of whats' going on in room 27a?

Alyena said the same thing!

As it happens you can roll at -6 to be aware of what's going on in 27a. (You are doing wierd Aztech magical tachnet stuff, not proper Astral Projection). Aren and Ol'scratch are in their (although Aren is unconscious.
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Ghost_in_the_Sys...
post Jun 10 2011, 08:42 PM
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Things happen fast in SR! Don't worry, Lean will rescue you... just as soon as someone comes to rescue her unarmed and armored butt (IMG:style_emoticons/default/smile.gif)
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pbangarth
post Jun 10 2011, 08:45 PM
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QUOTE (Seth @ Jun 10 2011, 04:09 PM) *
My understanding of peoples initiatives:
Major Pain 28
Angel 24
Ryl 23
Black IC 20
Bjeorn 18
Mandala 15 (see here)
SPIKE 14
Fearghas 14
GREMLIN 14
Mandala 12
Cadarvermen 12
Lean'drea 11
Spirit Bane 10
Alyena 10
Guards 10
Angel's Paladin 9
Marduk 8

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pbangarth
post Jun 10 2011, 08:54 PM
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Does the weird Azzie astral tacnet let us communicate/sense anything else besides conscious messages? Like, I dunno, Fearghas is unconscious, or something?

When the guards outside Room 12 get nuked by the cadavermen, I assume they disappear from Mandala's DangerNet™, right?
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Aria
post Jun 10 2011, 09:04 PM
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QUOTE (Seth @ Jun 10 2011, 09:09 PM) *
My understanding of peoples initiatives:
Major Pain 28
Angel 24
Ryl 23
Black IC 20
Bjeorn 18
AGENT on 17 in my editted post
Mandala 15
SPIKE 14
Fearghas 14
GREMLIN 14
Cadarvermen 12
Lean'drea 11
Spirit Bane 10
Alyena 10
Guards 10
Angel's Paladin 9
Marduk 8

@Aria, Angel
You two girls can ignore the Black IC and move into the courtyard if you want, or you can toe to toe it. I'll post the Black IC's actions after you have done yours.


Can you let us know what happened to the IC that Angel blasted in IP5? I'm a little confused as to what the courtyard represents (I suppose I could try a reality filter roll?!?)...it's not the C&C part of the Major is it? I'm guessing we have a few more hoops to jump through yet (IMG:style_emoticons/default/smile.gif)
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Seth
post Jun 11 2011, 09:51 AM
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@Mandala, Edana
Noted your initiative...thanks

@Edana
The courtyard is another node. You can see about 5 nodes.
1: the entrance you are in
2: the courtyard, in which the Major has his whipping yard. Turns out this is where he keeps the records of the men, and things like that.
3: the barracks off the courtyard where the major has control of his cyberwear etc: you need to be here to really hurt him
4/5: two other nodes off the side doing other stuff. Spend time and I will tell you what they are doing.

The relevance of this is that to crash the Major's physical body you have to get to node 3. Once black IC hit you, they can stop you moving nodes until they are dealt with. They haven't hit you yet. It is a complex action to change node (IIRC).

I have a missing post somewhere: I thought I had responded to your IC attack early, but cannot find the post. Sorry.
The two human guards dodge, the two dogs are hit: http://invisiblecastle.com/roller/view/3067386/. Soak (just first two):http://invisiblecastle.com/roller/view/3067387/
Summary: 2 guards fine, 1 dog a bit hurt, and 1 dog seriously hurt.

@Aria,Edana
The doggies are probably running a trace on you. The doggies go after you, so if you damage them enough the vanishing is you smiting them! The Human guard's will be attacking you, but you two get to act first.

@Mandala
The magical tacnet mostly shows magical threats, so in that part of the battle it shows The Cadarvermen, Lean'drea, Spirit Bane, Mandala. Interestingly you can see Angel's haze, but not herself. As far as I know, the only person using the Tacnet is Marduk. He however can see the situation and IIRC you have a mind link, so he can communicate with a free action on his go the situation.
You can clearly hear the screams of the guards through the door. You can also hear the sounds of Spirit Bane pounding on the door. You will soon be able to hear the sounds of the machine gun nest starting to shoot the Cadarvermen.

@Sabs
Oh great lore master with thousands of die to roll for skills. You don't need to roll a skill to know that the Cadarvermen as undead will be dual natured. And probably shred Lean'drea as easily as they did the guards.

@Bjeorn
TIme to be hit by lots of bullets: There are only 10 guards left. Each is firing two shots in IP 2. Base damage P5 AP -1. http://invisiblecastle.com/roller/view/3067396/

@Alyena
Only one spirit left...and its wounded badly. Just take the first roll of 5 successes


@General
The Major took IP 1 to remove the harness, IP2 to shoot GREMLIN, activate his spurs and stand up.
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Ghost_in_the_Sys...
post Jun 11 2011, 12:56 PM
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Aww, darn, the Cadavermen just took out my weapons (IMG:style_emoticons/default/frown.gif)

Oh well, there are always more weapons (IMG:style_emoticons/default/biggrin.gif)

Does Lean'drea have any clue what these things are? And more importantly does she know if her commanding voice can work on them? Magically knowledge is fairly lacking, so I'll go with what she has.

Magical History (5d6.hits(5)=2)
I doubt that's enough to tell much about them.

Composure Test (12d6.hits(5)=4)
Woo, no retching!

For IP 1 (Lean'drea's only IP still sadly) she'll be rushing after Spirit Bane and try to 'persuade' him to help her out.

Should I do my IC post already or wait till my turn comes up in the queue?
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