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> Emerging: End of Days OoC & Recruitment, Will you face the Apocalypse? (Recruitment always open!)
Aria
post Oct 18 2011, 11:56 AM
Post #301


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Sorry about that...what ETA did you want? The Dragons will arrive shortly and then take 'an amount of time' to reach wherever you want dropping off - plan is kind of up to you at this stage, I've just speeded things up a tad.

In answer to the drop ship question: these are big twin rotor helicopters like the Chinooks. They can open the back ramp and you can jump...?!? As I'm such a nice GM I'll give you access to an onboard mage with the mass levitate spell to get you down...don't suggest you fly over the Azzie compound though as they will have air defences
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JxJxA
post Oct 18 2011, 12:12 PM
Post #302


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Sounds cool. I was going to pop for a levitate spell if that would help the group, but I'd rather save up for another sustaining focus... (IMG:style_emoticons/default/biggrin.gif)
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Aria
post Oct 18 2011, 12:19 PM
Post #303


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The other question I think was about shedim? There are about 50 gathered at the gates and more corpses suggesting there are a finite amount of spirits floating around there - but yes, they could possess any Azzies that you don't obliterate. Just a note, anything explosive or seriously damaging is likely to render the corpse unfit for possession and I suspect that a minigun firing APDS for example will pulp the average body...
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sabs
post Oct 18 2011, 03:19 PM
Post #304


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My original plan was to get dropped off about 20-30 miles north of the island, and hoof it down there from the north. Establish a base, do some magic/matrix/sneakiesneak recon. Then determine the best course of action for taking the place over.

Right now, we don't know how many tanks they have, or wall mounted lasers, or anything.
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Seth
post Oct 18 2011, 06:53 PM
Post #305


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@Aria
I hate being restricted to phone typing too: very challenging.


I am currently "ignoring" the flayed spirits: keeping an eye on it, but exploring the rest of the place. If I have explored the outside, can you let me know and I will return to the others to report.
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Aria
post Oct 18 2011, 08:35 PM
Post #306


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Ok, hopefully you've looked at the google maps for EoD again...I tried to give a rough aproximation of the compound if you zoom in on the island

The shedim are on the bridge near the housing bit. There are a couple of tanks here along with some soldiers - and lots of barricades, looks like they were expecting trouble...go figure (IMG:style_emoticons/default/ork.gif)

The secuirty/command areas are warded and that's where the flayed spirit is - if you get over the land of the island it will zoom towards you to investigate and the various watchers will start yelling...let me know if you want to get closer (IMG:style_emoticons/default/devil.gif)

Sabs, I've moved the staging area a bit futher north, let me know if you want it further out still...
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Friendbot2000
post Oct 19 2011, 10:04 AM
Post #307


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QUOTE (Seth @ Oct 18 2011, 02:53 PM) *
@Aria
I hate being restricted to phone typing too: very challenging.


Bah, amateurs. I post here via phone all the time (IMG:style_emoticons/default/nyahnyah.gif)
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JxJxA
post Oct 21 2011, 01:53 PM
Post #308


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Where are the EoD google maps? I've looked around in the threads, but I must be missing them.
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sabs
post Oct 21 2011, 02:14 PM
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http://forums.dumpshock.com/index.php?s=&a...t&p=1105726

if you follow the links from Aria's signature, they're in there.
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JxJxA
post Oct 21 2011, 02:19 PM
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Awesome, thanks sabs! (IMG:style_emoticons/default/smile.gif)
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Seth
post Oct 22 2011, 08:13 AM
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QUOTE
The secuirty/command areas are warded and that's where the flayed spirit is - if you get over the land of the island it will zoom towards you to investigate and the various watchers will start yelling...let me know if you want to get close


I'll report back first: see IC.


I should have asked sooner: What do I know about flayed spirits? Magical threats 5 successes
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Aria
post Oct 22 2011, 12:31 PM
Post #312


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Go and look up blood magic, with that many hits you know more than just rumour!
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JxJxA
post Oct 24 2011, 04:01 PM
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I know it's kind of hokey, but are there any dice rolls that we could make to figure out how to set up an amphibian approach? (IMG:style_emoticons/default/biggrin.gif)
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Aria
post Oct 25 2011, 11:57 AM
Post #314


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Ask and you shall receive (IMG:style_emoticons/default/smile.gif)

I had laid on a submarine insertion but everyone seemed to ignore it...not that a super heavy mecha would be able to get inside but...at least the mechs have life support, they can walk along the bottom of the Sound?!?
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sabs
post Oct 25 2011, 12:56 PM
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We have access to a submarine? I think I missed that somewhere
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JxJxA
post Oct 25 2011, 01:02 PM
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Would the sub be available to meet us at the LZ? Waterproofing the mechas and having them walk on the bottom would probably be the safest and most inconspicuous approach to Fox Island.
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sabs
post Oct 25 2011, 01:33 PM
Post #317


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Well my Mecha is waterproof (IMG:style_emoticons/default/smile.gif)
It's got life support II (which means, I could even freaking go into space for a while)
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JxJxA
post Oct 25 2011, 03:16 PM
Post #318


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Well, if I'm reading the rules right, Jax's mecha only has Life Support I and would need jury-rigging or something to survive the pressure/water-filled environment. (IMG:style_emoticons/default/frown.gif) Anyone on the team with engineering knowledge? Tris can at least boost your logic as you work.
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Friendbot2000
post Oct 25 2011, 03:50 PM
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Does the sub have ballistic missile capabilities? Most modern subs do nowadays I think.
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sabs
post Oct 25 2011, 03:52 PM
Post #320


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I used to, but I tweaked my character.

I have vehicle mod knowledge skill, but my mechanic(anthroform) skill is a 0.
Though I do have a 7 logic (IMG:style_emoticons/default/smile.gif)
Aria, would you let me do it using the matrix assisted for the +2?
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JxJxA
post Oct 25 2011, 04:24 PM
Post #321


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QUOTE (Friendbot2000 @ Oct 26 2011, 12:50 AM) *
Does the sub have ballistic missile capabilities? Most modern subs do nowadays I think.


Are you thinking what I'm thinking? Intercontinental Ballistic Mecha? (IMG:style_emoticons/default/nyahnyah.gif)
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sabs
post Oct 25 2011, 04:29 PM
Post #322


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Our Mecha are probably bigger than an intercontinatl ballistic missile.
An ICBM has a diameter of 4.5 feet. That's way less than our Mecha.
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Aria
post Oct 25 2011, 04:47 PM
Post #323


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QUOTE (sabs @ Oct 25 2011, 04:52 PM) *
I used to, but I tweaked my character.

I have vehicle mod knowledge skill, but my mechanic(anthroform) skill is a 0.
Though I do have a 7 logic (IMG:style_emoticons/default/smile.gif)
Aria, would you let me do it using the matrix assisted for the +2?


If it comes to it you can download a skillsoft and have one of the other mechs repair it...there are plenty of ways and I really wouldn't worry about it - when did you think I was going to give you time to make repairs anyway?!? (IMG:style_emoticons/default/ork.gif)
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Aria
post Oct 25 2011, 04:48 PM
Post #324


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You can probably rub together a couple of zodiacs and have them support Jax's weight...?
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Aria
post Oct 31 2011, 08:42 PM
Post #325


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You all waiting for me? I'm happy to bump the time along if you want but also want to give you the opportunity to come up with a plan. Sorry I've not been more galvanised at the moment but work is one long string of deadlines after another (IMG:style_emoticons/default/nyahnyah.gif)
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