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> OOC: SRM04-00: Back in Business, OOC thread for Back in Business
Slacker
post Dec 9 2012, 10:12 PM
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Still waiting on everybody else's Init rolls.

Currently:
Legs 12 - 1 Pass
Ghost Gator 12 - 2 Passes
Doberman Drone 7 - 3 Passes
Quixote: 6 - 3 Passes
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Kiirnodel
post Dec 10 2012, 03:55 AM
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Sorry, I've been away from computer for the weekend.

I don't think Gardner had any reason to drop his Increase Reflexes spell, so assuming that's still up:

Initiative 7 + 2 (spell) - 1 (wounds) + 2 hits = 10 Initiative; 3 passes
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Dak
post Dec 10 2012, 02:50 PM
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Can you glitch initiative?

6D6E5 => 0 | ones: 1
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ChromeZephyr
post Dec 10 2012, 04:21 PM
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Reaction 4 + Intuition 4 = 3 hits. Initiative 11, 1 pass since I stupidly didn't say that TW would have turned his reflexes back on when they entered the Underground. Sorry, apparently I'm off my game.
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Slacker
post Dec 11 2012, 01:48 AM
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QUOTE (Dak @ Dec 10 2012, 08:50 AM) *
Can you glitch initiative?

6D6E5 => 0 | ones: 1


You only glitch if half your dice are ones. So no worries.
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Slacker
post Dec 11 2012, 01:53 AM
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I've had to go out of town suddenly. So I'm not going to be able to post much for the next couple days.
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ChromeZephyr
post Dec 11 2012, 03:07 PM
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Righto, see you when you get back.
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taeksosin
post Dec 11 2012, 11:07 PM
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Have a safe trip, we'll be waiting.
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Forces In Motion
post Dec 12 2012, 05:01 PM
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What they said. (IMG:style_emoticons/default/biggrin.gif)
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Forces In Motion
post Dec 13 2012, 11:18 PM
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I have to apologize in advance - my youngest decided today would be a good day to drop daddy's computer on the floor, and now my hard drive has to be replaced. It'll be a couple days before I can post.
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Slacker
post Dec 14 2012, 04:32 AM
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Ok. I'm finally back, but it's just in time for Forces In Motion to be away.

It looks like the initiative order is going to be:
Plant Spirit - I'll say Gardner can give him a command as a free action in order for him to get a chance at the Ghost Gatore before it kills somebody.
Legs
Ghost Gator
Tundra Wolf
Gardner
Doberman Drone
Quixote
Mr. White.

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taeksosin
post Dec 14 2012, 03:08 PM
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I's dead. *starts working on his gator wrestling Ork Underground citizen backup character* (IMG:style_emoticons/default/biggrin.gif)
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ChromeZephyr
post Dec 14 2012, 05:08 PM
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Hope that plant can bind up that gator so we can blow it away before we get taek playing a character with a banjo and two teef. (IMG:style_emoticons/default/wink.gif)
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Slacker
post Dec 14 2012, 06:15 PM
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QUOTE (taeksosin @ Dec 14 2012, 09:08 AM) *
I's dead. *starts working on his gator wrestling Ork Underground citizen backup character* (IMG:style_emoticons/default/biggrin.gif)


Actually, you took enough damage from that first bite that you got knocked to the ground out of the immediate reach of the Gator. It will have to come out of the tunnel it was hidden in if it wants to attack you again. Plus, you'll get to defend too.
It had only gotten 2 successes on the attack, if it wasn't a surprise you'd have blocked it without too much difficulty.
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Kiirnodel
post Dec 14 2012, 10:43 PM
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Ah, right, the Plant Spirit.

For the record, its initiative is 12 + 2 hits -> 14 total; 2 Passes

I'm not sure if it's feasible for the Plant Spirit to have been following us around while materialized, so it probably has to spend it's first pass showing up (Materialization is a Complex Action). But it will do that between the group and the Gator.

At first chance it will use the Engulf power on the Gator: Melee Attack -> 4 hits. DV: 6S + net hits resisted by Body+half Impact. If it is successful, the Gator can't move. It can try to break out by making an Opposed Test using its Strength+Body.


Technically, calling and commanding the spirit is a Simple Action each, so I understand if you want me to give up my action of the first Pass.

Gardner, when he has a chance will hit the Gator with a Stunbolt Force 7. Spellcasting: only 1 hit (darn wound modifiers). Drain: 5 hits (grr! at least no damage even if it doesn't manage to resist).

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Slacker
post Dec 15 2012, 03:09 PM
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QUOTE (Kiirnodel @ Dec 14 2012, 04:43 PM) *
Ah, right, the Plant Spirit.

For the record, its initiative is 12 + 2 hits -> 14 total; 2 Passes

I'm not sure if it's feasible for the Plant Spirit to have been following us around while materialized, so it probably has to spend it's first pass showing up (Materialization is a Complex Action). But it will do that between the group and the Gator.

At first chance it will use the Engulf power on the Gator: Melee Attack -> 4 hits. DV: 6S + net hits resisted by Body+half Impact. If it is successful, the Gator can't move. It can try to break out by making an Opposed Test using its Strength+Body.


Technically, calling and commanding the spirit is a Simple Action each, so I understand if you want me to give up my action of the first Pass.

Gardner, when he has a chance will hit the Gator with a Stunbolt Force 7. Spellcasting: only 1 hit (darn wound modifiers). Drain: 5 hits (grr! at least no damage even if it doesn't manage to resist).


I'm saying the Spirit was already materialized and giving you a free command action (the beast is going to be hard enough as is). So your plant spirit sends out ropy vines to pull the giant Gator into being Engulfed.... And without growl or any other sound coming from it, the Gatorade snaps and claws its way free before the vines can get any purchase on it. (He got 5 hits on his parry roll).

At least the spirit is between the group and it now.

--------------

Time for Legs turn.
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Slacker
post Dec 15 2012, 03:12 PM
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Oh and I guess I will go ahead and post the Gator's actions since it goes at the same time as Legs. It snaps out at the plant spirit getting 4 hits on 8P -2AP damage.
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Kiirnodel
post Dec 15 2012, 04:29 PM
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The spirit got 3 hits on its dodge, so it would take 9P -2 AP. It has Hardened Armor 12 against non-magical attacks. So it takes no damage.
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Slacker
post Dec 17 2012, 04:22 AM
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QUOTE (Kiirnodel @ Dec 15 2012, 10:29 AM) *
The spirit got 3 hits on its dodge, so it would take 9P -2 AP. It has Hardened Armor 12 against non-magical attacks. So it takes no damage.


Not looking at my book right now but hardened armor is equal to its magic rating which is the spirits force(6) unless the plant spirits are drasticly different from other spirits that I remember. So you do still need to resist damage.
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Slacker
post Dec 17 2012, 04:35 AM
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QUOTE (Slacker @ Dec 16 2012, 10:22 PM) *
Not looking at my book right now but hardened armor is equal to its magic rating which is the spirits force(6) unless the plant spirits are drasticly different from other spirits that I remember. So you do still need to resist damage.


Actually I don't even see Hardened Armor as an optional power for Plant Spirits. So how does your spirit have the Hardened Armor Power?
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Kiirnodel
post Dec 17 2012, 05:05 AM
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QUOTE (Slacker @ Dec 16 2012, 11:35 PM) *
Actually I don't even see Hardened Armor as an optional power for Plant Spirits. So how does your spirit have the Hardened Armor Power?


Sorry, I had meant to add the phrase "has Immunity to Normal Weapons which gives it..." right before I mentioned the armor. The Materialization Power gives that. The armor value given from immunity is equal to twice the critter's Magic (spirit's force).
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Slacker
post Dec 17 2012, 02:22 PM
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QUOTE (Kiirnodel @ Dec 16 2012, 11:05 PM) *
Sorry, I had meant to add the phrase "has Immunity to Normal Weapons which gives it..." right before I mentioned the armor. The Materialization Power gives that. The armor value given from immunity is equal to twice the critter's Magic (spirit's force).


What about an awakened giant ghost gator makes you think anything about it's teeth would be considered a Normal Weapon? This thing could have attacked the Spirit even before it materialized.

So. The spirit does need to roll to resist damage with just its Body rating since it doesn't have any actual armor.
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ChromeZephyr
post Dec 17 2012, 05:26 PM
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So, my pass next?

Free: Activate wired reflexes, Initiative moves to 13 with 3 IPs.
Simple: Ready AK-97 (shoulder it to take advantage of shock pad, smartlink comes online, safety off)
Simple: Long burst (narrow). Any negative modifiers I should know about before I roll, Slacker?
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Slacker
post Dec 17 2012, 05:35 PM
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QUOTE (ChromeZephyr @ Dec 17 2012, 11:26 AM) *
So, my pass next?

Free: Activate wired reflexes, Initiative moves to 13 with 3 IPs.
Simple: Ready AK-97 (shoulder it to take advantage of shock pad, smartlink comes online, safety off)
Simple: Long burst (narrow). Any negative modifiers I should know about before I roll, Slacker?


Let's say a -1 for how crowded the tunnel is. We didn't specify what order all of you are in, but that spirit is certainly taking up most of the visible space between you and the gator so some sort of penalty is in order.
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Kiirnodel
post Dec 17 2012, 05:49 PM
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QUOTE (Slacker @ Dec 17 2012, 09:22 AM) *
What about an awakened giant ghost gator makes you think anything about it's teeth would be considered a Normal Weapon? This thing could have attacked the Spirit even before it materialized.

So. The spirit does need to roll to resist damage with just its Body rating since it doesn't have any actual armor.


Sorry, didn't think/know that a straight up Bite would be considered a Magical attack.

The spirit is going to go ahead and spend an Edge to augment its damage resistance. It gets 7 hits, taking 2 damage.
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