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Tecumseh
post Mar 29 2012, 11:00 PM
Post #176


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Forgot to have Smohalla roll drain for his dispelling.

[ Spoiler ]

One thing I need to clarify is the rules on movement, which I misstated earlier. According the rules, running is a free action, sprinting (using your Running skill) is a simple action, and walking is no action at all (p. 148). As such, Stogie and Ellesar did not need to take free actions to get a shot on Toothy. You two still have free actions this turn, if there's anything you'd like to do with them.

Toothy's turn! He runs at Smohalla, who is in an awkward position because he's facing away from Toothy to provide counterspelling on the rest of the team. Very noble, our Smohalla, but very vulnerable too. But at least he has Regeneration in case I break him.

[ Spoiler ]

I'll try to resolve the watchers and the spirits tonight if I can, plus get an IC post up. Pbangarth, go ahead and roll initiative for the next combat turn. Atropos, am I still rolling for you?
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AtroposReborn
post Mar 30 2012, 06:21 AM
Post #177


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Toothy sounds like a dinosaur. Beware Toothy, the ferocious man-eating Trollasaur! And let us not forget Smohalla, our trusty companion and unfortunately our meat shield for the time being.

I can't think of anything significant that I would be able to do with a free action. To be honest I'm not sure what all classifies as one. As for the initiative roll you can either go ahead and roll for me to make thinks a bit quicker or wait another day and a half for me to roll it myself. It doesn't really matter to me.
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phlapjack77
post Mar 30 2012, 06:36 AM
Post #178


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Time for me to read up on regeneration (IMG:style_emoticons/default/smile.gif)
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Tecumseh
post Mar 30 2012, 07:11 AM
Post #179


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Rule interpretation: looking at the "friends in melee combat" rule, it seems to imply that the modifier applies to both attacking and defending rolls. In this case, given the nature of the combatants, I've chosen to apply the bonus to the attacks of the Beast Spirit and the Watchers, but not to the Beast Spirit's defense. The Earth spirit is incurring negative modifiers to its defense rolls due to the multiple attacks per round. I didn't note on the Watchers' rolls that they are still under the -1 modifier from the Mass Confusion spell, but that was accounted for in their dice pools.

End of 1st IP
Watcher #1 attack: 0 HITS + 0 HITS (correction), swing and a miss
Watcher #2 attack: 1 HIT
Earth spirit defend: 1 HIT, no damage

2nd IP (astral only)
Earth spirit attacks: 4 HITS
Beast spirit defends: 3 HITS
Beast spirit soaking damage: 1 HIT
Base damage is 2 + 1 net hits - 1 soak = 2 new boxes damage + 5 boxes previous damage = 7 boxes damage for the beast spirit

Beast spirit attacks: 2 HITS
Earth spirit defends: 2 HITS, no damage

Watcher #1 attack: 1 HIT
Earth spirit defends: 1 HIT, no damage

Watcher #2 attack: 2 HITS
Earth spirit defends: 2 HITS, no damage

3rd IP (astral only) (pant, pant)
Earth spirit attacks: 3 HITS
Beast spirit defends: 3 HITS, no damage

Beast spirit attacks: 1 HIT
Earth spirit defends: 2 HITS, no damage

Watcher #1 attacks: 0 HITS, whiffs again
Watcher #2 attacks: 1 HIT
Earth spirit defends: 4 HITS, no damage

Phlapjack, depending how long this lasts, I might need you to take over rolling for your spirit entourage.

Smohalla's regeneration roll:
[ Spoiler ]

Under the severe wounds rules, I'm going to say that Toothy's attack broke several of Smohalla's bones, including multiple ribs. While the tissue damage will mend with Smohalla's regeneration power, the bones will need to be set properly in order for them to heal completely.

Turn #3! Roll initiative!
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phlapjack77
post Mar 30 2012, 07:19 AM
Post #180


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Thanks for all the rolling Tecumseh. I've been feeling guilty / lazy about having you roll for me, especially seeing how much work it is for you in addition to all your other duties as GM.

I'll roll for stuff from now on*, even if it goes against my role-playing ideals (IMG:style_emoticons/default/smile.gif)

*(of course, except for stuff you want to roll to keep secret or whatnot)

*Editing*

Initiative
Smohalla: 2 hits = 9 Init total
Beast Spirit: 3 hits = 11 Init total
Watchers: 1 hit = 2 Init total
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pbangarth
post Mar 30 2012, 10:01 PM
Post #181


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"Hi, Honey! I'm home."

Yes, I meant Simple action but said Free Action. That's why I only took one shot. Oh well, but thanks, I'll keep astral to dig through the fog. I'll use the remaining free action in turn 2 to shift to burst fire mode, wide burst (surely he's close, and just hitting him will be enough!).

So, here's Initiative for turn 3: 8 dice ==> 2 HITS = 10


Well, Smohalla being thrown out of the way may simplify things. This has to stop now. Time to spray the troll with hot lead!

Simple Action 1 Take Aim.

Simple Action 2 burst fire at Troll with the Enfield AS-7 (7P , AP -1), wide burst gives -2 to dodging the shot

13 dice - 3 modifiers - 2 burst fire + 1 Aim + 4 Edge ( this shot is important, if for no other reason because the meat shield in front of Stogie is much thinner!) = 13 dice exploding sixes

==> 5 HITS

Remaining Edge: 3
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Tecumseh
post Mar 30 2012, 11:43 PM
Post #182


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Pb, the Enfield isn't smartlinked so changing the gun mode is a simple action. Second, shotguns fired in burst mode have their recoil modifiers doubled. So if we remove the Take Aim and double the recoil, that's -3 to your shot below. If you want to stick with that approach then we can roll to see which 3 dice are affected, as taking them off the end would scratch 3 hits.
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pbangarth
post Mar 31 2012, 03:30 AM
Post #183


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Rather than increase the wait time for you/me/the team to find the result of a roll I have done incorrectly, go ahead and just take off the appropriate dice from the end of my roll list as standard procedure. This time it will hurt me (or maybe us?) but in the long run it will even out.
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AtroposReborn
post Mar 31 2012, 08:37 PM
Post #184


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QUOTE
The troll looms high overhead, blood dripping from its claw as it bellows threateningly at Ellesar.

Well crap. After seeing what happened to Smohalla I agree that this needs to end soon, as in before we're all shredded.

Initiative for Ellesar: 10 dice + 3 hits >>> 13
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Tecumseh
post Apr 2 2012, 07:11 AM
Post #185


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Initiative Order, Combat Turn #3
Ellesar - 13
Beast Spirit - 11
Earth Spirit - 10
Stogie - 10
Smohalla - 9
Toothy - 6
Watchers - 2

Ellesar, you're first. Smohalla, please figure out what you'd like the Beast Spirit to do, plus some tentative plans for Smohalla (dependent on what Ellesar and Stogie accomplish).
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phlapjack77
post Apr 2 2012, 10:11 AM
Post #186


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I'm going to be away the next 2-3 days, hopefully I don't hold anything up.

Beast spirit will keep the Earth spirit busy with melee.

Smohalla is thinking about using a spell, depending on the distance between him and the Troll. Really close, he'll use Death Touch. Farther away, he'll try to hit him with a Wind Blast.
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pbangarth
post Apr 2 2012, 03:02 PM
Post #187


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You're probably immune to the virus, so go ahead and reach out and touch him, if you dare. Me, I'm gonna touch him from a distance with some lead.
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AtroposReborn
post Apr 3 2012, 03:55 AM
Post #188


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Perhaps you can touch him before he touches you again (IMG:style_emoticons/default/smile.gif)

Ellesar is going to take a simple action to reload and then fire again at the troll. He won't have a chance to aim since he had to reload so I believe that leaves him with the usual 9 dice. Wondering what the current negative modifiers are though. I remember the -1 due to the spell is no longer affecting them but I'm not sure if the partial cover from the dense terrain is still in his favor since he jumped out and attacked Smohalla.
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Tecumseh
post Apr 3 2012, 06:27 AM
Post #189


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Atropos, as you note, your base dice pool is 9. As the beastie has now been shot twice (and is screaming in your face) it's fair to say that his concealment isn't as effective as it was a moment ago. Here are the modifiers:

+1 Red Dot Sight (we left this off your first shot)
+1 Large Target (Body 8+)
-0 Short Range
-2 Concealment

So 9 dice. That is, of course, unless you want to switch to your blowgun, or charge with your bayonet.
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Tecumseh
post Apr 3 2012, 06:59 AM
Post #190


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Phlapjack, I need some clarification on what spell you actually have. Between your sheet and your most recent post, you refer to it alternatively as:

1) "Buffet" (not a spell I know)
2) "Blast bolt" (blast is a spell from the core book, but is an area effect spell, not a bolt)
3) "Wind Blast" (not a spell I know)

The reason I ask is because you are currently on the ground and not particularly close to your target. Standing up requires a Simple Action (and, per the book, a test to do so given your injury), so you wouldn't be able to introduce Toothy to Death Teach until next turn (having spent this turn getting up and limping over there). Also, it would an unconventional tactic to reintroduce yourself to the line of fire. I'm guessing this mystery ranged spell will be used, so let's figure out what it is. I had some theories but none of them had the same drain value that you listed in your character post (F/2 + 1).
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AtroposReborn
post Apr 3 2012, 09:29 AM
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QUOTE (Tecumseh @ Apr 3 2012, 01:27 AM) *
Atropos, as you note, your base dice pool is 9. As the beastie has now been shot twice (and is screaming in your face) it's fair to say that his concealment isn't as effective as it was a moment ago. Here are the modifiers:

+1 Red Dot Sight (we left this off your first shot)
+1 Large Target (Body 8+)
-0 Short Range
-2 Concealment

So 9 dice. That is, of course, unless you want to switch to your blowgun

Sounds good. I might stop by the library near my dorm today and get the roll and IC post up for the shot after work.

QUOTE
or charge with your bayonet

I'm oddly favorable to keeping my skin/ribs intact.
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phlapjack77
post Apr 4 2012, 11:36 AM
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QUOTE (Tecumseh @ Apr 3 2012, 02:59 PM) *
Phlapjack, I need some clarification on what spell you actually have. Between your sheet and your most recent post, you refer to it alternatively as:

1) "Buffet" (not a spell I know)
2) "Blast bolt" (blast is a spell from the core book, but is an area effect spell, not a bolt)
3) "Wind Blast" (not a spell I know)

The reason I ask is because you are currently on the ground and not particularly close to your target. Standing up requires a Simple Action (and, per the book, a test to do so given your injury), so you wouldn't be able to introduce Toothy to Death Teach until next turn (having spent this turn getting up and limping over there). Also, it would an unconventional tactic to reintroduce yourself to the line of fire. I'm guessing this mystery ranged spell will be used, so let's figure out what it is. I had some theories but none of them had the same drain value that you listed in your character post (F/2 + 1).

Yeah, I was just figuring if Toothy were standing menacingly over Smohalla, he could get a Death Touch to the ankle or something. But seeing as how there is some range involved...

I'll have Smohalla use "Wind Buffet", according to my character sheet. Sorry about the confusion, I might've renamed it on my sheet once or twice - still not sure about having the word "buffet" in the spell name. It was a spell made up from the Street Magic rules, basically the spell "Clout" (Stun damage) with the Blast elemental effect, drain of (F/2) + 2, to try to simulate a huge gust of wind suddenly pummelling someone, hopefully also knocking them down.
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AtroposReborn
post Apr 4 2012, 02:40 PM
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Okay it took me an extra day but here's the roll:

9 dice (after all calculations) >>> 4 hits

... not nearly as great as last time
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Tecumseh
post Apr 5 2012, 03:25 AM
Post #194


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Toothy Reaction roll to Ellesar's shot: 0 HITS
Toothy's damage resistance: 5 HITS
Toothy's roll to avoid dropping his spell: 1 HIT, SPELL DROPPED

Ellesar connects with 4 net hits. Damage is staged from 7 boxes to 11 boxes, then soaked down to 6 boxes.

Beast spirit attacks: 3 HITS
Earth spirit defends: 2 HITS
Earth spirit soaking damage: 0 HITS (crit glitch - same thing happened earlier in the fight but I'm not sure how it would apply to astral combat damage soaking)

Base damage is 2 + 1 net hits - 0 soak = 3 boxes of damage for the Earth Spirit.
Earth spirit's initiative decreases from 10 to 9. Stogie and Smohalla will go next.

Stogie's shot: 5 hits - 3 hits (correction) = 2 HITS
Toothy has no dice pool to dodge.
Toothy's damage resistance: 6 HITS

Stogie connects with 2 net hits. Damage is staged from 7 boxes to 9 boxes, then soaked down to 3 boxes. Toothy is at 13 boxes of damage. Ow.

Smohalla's spell: 2 HITS
The spell is indirect, but Toothy has no dice pool to dodge.
Toothy's damage resistance: 4 HITS
Smohalla resisting drain: 4 HITS, NO DRAIN

Base damage of the spell is 5 + 2 hits - 4 soak = 3 boxes of stun damage.

Toothy is going unconscious. He rolls for the Dead Man's Trigger: 4 HITS, succeeds. He initiates a thermonuclear explosion. To be continued...
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Tecumseh
post Apr 6 2012, 07:00 AM
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Phlapjack, can you do me a favor and bang out the rolls for the rolls for the watchers and the Beast Spirit? These should be the dice pools, more or less:

1st IP
Watchers: 4 dice

2nd IP
Beast Spirit: 8 dice
Watchers: 4 dice

3rd IP
Same and 2nd IP
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phlapjack77
post Apr 6 2012, 07:43 AM
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1st IP
Watcher 1: 1 hit
Watcher 2: 2 hits

2nd IP
Beast spirit: 4 hits!
Watcher 1: 2 hits but also a glitch
Watcher 2: no hits

3rd IP
Beast spirit: 2 hits
Watcher 1: 2 hits
Watcher 2: 1 hit
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Tecumseh
post Apr 6 2012, 11:12 PM
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End of 1st IP
Earth Spirit attacks: 3 HITS
Beast Spirit defends: 1 HIT
Beast Spirit resist damage: 0 HITS
Base damage is 2 + 2 net hits - 0 hits = 4 boxes of damage + 7 pre-existing boxes = 11 boxes total
BEAST SPIRIT POPS!

Watcher #1 attacks: 1 hit
Earth Spirit defends: 4 HITS, no damage

Watcher #2 attacks: 2 hits
Earth Spirit defends: 0 HITS
Earth Spirit resist damage: 1 HIT (glitch)
Base damage for watcher spirits is 1 + 2 net hits - 1 soak = 2 boxes of damage + 3 pre-existing boxes = 5 boxes total


2nd IP
Earth Spirit attacks Watcher #2: 2 HITS
Watcher #2 defends: 0 HITS (crit glitch)
Watcher #2 resist damage: 1 HIT
Base damage is 2 + 2 hits - 1 soak = 3 boxes of damage

Do watchers have a damage track? They seem like they would be fragile little things, but maybe they're just the same as any other Force 1 spirit on the astral. The book doesn't seem to say; does anyone know?

Watcher #1 attacks: 2 hit glitch
Earth Spirit defends: 3 HITS, no damage

Watcher #2: 0 hits


3rd IP
Earth Spirit MATERIALIZES in the physical plane, covering Toothy. Per the rules, the Earth spirit is "metahuman sized", but at Force 4 is probably not as big as a troll. For the purposes of the next round, Toothy is now LYING PRONE and under GOOD COVER. The Earth Spirit is dual-natured while materialized, so the watchers can continue attacking.

Watcher #1 attacks: 2 hits
Earth Spirit defends: 2 HITS, no damage

Watcher #2 attacks: 1 hit
Earth Spirit defends: 3 HITS, no damage


End of Combat Turn #3
Smohalla's regeneration roll:
[ Spoiler ]

Combat Turn #4! Initiative! Atropos, you've been winning these so be sure to include a proposed action and relevant roll with your initiative roll.
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phlapjack77
post Apr 7 2012, 01:47 AM
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Initiative turn #4
Smohalla: 1 hit = 9
Watchers: 1 hit = 2

Smohalla's intention is to gingerly stand up, and observe / assense the troll.

I tried looking up damage track stuff on watchers too, and found nothing. I'd be ok with a ruling that they're really fragile, and any damage makes them go pop. It seems to fit with the idea of a watcher, I think. They seem like they shouldn't be able to withstand a hit from a Earth spirit...
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pbangarth
post Apr 7 2012, 02:14 AM
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I dunno. Body 1 should be Body 1.
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AtroposReborn
post Apr 7 2012, 04:46 AM
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Initiative roll: 10 dice + 3 hits = 13

Ellesar is going to reload and then fire on the materialized earth spirit.

Does the earth spirit have the same concealment as the troll? I went ahead and rolled with and without just in case.

Concealment: 8 dice >>> 1 hit

No concealment: 10 dice >>> 2 hits

It's pretty bad either way
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