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> The Found Arcana - Chapter 7 [OOC], The continuing story of our misfit detectives
Beta
post Jul 10 2021, 12:05 AM
Post #101


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Jack, just so I'm clear:
- Bobby initially went in high (above where anything was noticing him)
- Did he descend to follow the river, or stay high for that part?
- Once he is over the island, is that when he is descending?
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Jack_Spade
post Jul 10 2021, 05:02 AM
Post #102


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Exactly, basically a HALO entry, except that he is flying: once he is above the island, he slowly curves down in a spiral.
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Beta
post Jul 13 2021, 12:32 AM
Post #103


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Sorry on the delay. Combining side-effects of 2nd covid shot with mounds of work left me falling asleep before I got to shadowrun over the weekend. Anyway, enough excuses.

- Here is the more detailed island map. I'm treating the tree symbols as where the actual trees are. Note that the deciduous trees are bare at this time of year, but the evergreens are full and bushy (the forest is sparse enough that they are 'christmas trees' rather than sticks with some needles up top like they'd be in a denser forest). The left side of the map is upstream, should that matter. The symbol to the left of building is a large fire pit (not currently in use)

- As said before the sides of the river are steep, although not full on cliffs. They go up 15-20 meters on each side of the river here.

- dumping some dice rolls:
astral perception (-4): 12d6t5 4
astral perception (-4): 12d6t5 4
some dice: 6d6t5 2
More dice: 11d6t5 1

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Tecumseh
post Jul 13 2021, 04:54 AM
Post #104


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QUOTE (Beta @ Jul 12 2021, 06:22 PM) *
Tecumseh, ummm, sorry I'm at a bit of a loss of how to keep Mato involved currently.

Mato was going to investigate the possibility of stealing a boat from the Wild Ork Ranch.

Although, before we get that far, is there any obvious landing point/spot for a boat on the Island?

What are the general weather conditions at the moment?

In theory it should be quite snowy, but between the Awakening and global warming I'll accept just about any conditions as far as ground cover is concerned.
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Jack_Spade
post Jul 13 2021, 04:55 AM
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Where Bobby lands depends on three factors:
1. What does he see in regard to auras around the island
2. Are there windows on the cabin and which side has the door.
3. Are there any other signs of habitation, like boats on shore, recent fire, trash, technical equipment.

Depending on that, Bobby would choose a spot in the second row of trees, from where he can see the entrance.
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Beta
post Jul 14 2021, 01:14 AM
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I'll update my last IC with more info
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Gilga
post Jul 14 2021, 09:25 PM
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Trouble would not be very proactive he'll mainly do what Bobby tells him to do, as he trusts Bobby to know what to do in such a situation and is more concerned with Bobby's well-being than with anything else.

OOC I mainly sent him in case Bobby gets into danger for trying to singlehandedly rescue the kid quickly and escape. I figured Trouble would be very useful with movement, or concealment, or something like that, but AM would not micromanage him. She is likely eating some Burrito right now with Mato or driving toward the wild orc rafting.

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Tecumseh
post Jul 14 2021, 11:50 PM
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QUOTE (Tecumseh @ Jul 12 2021, 09:54 PM) *
Mato was going to investigate the possibility of stealing a boat from the Wild Ork Ranch.

Although, before we get that far, is there any obvious landing point/spot for a boat on the Island?

What are the general weather conditions at the moment?

In theory it should be quite snowy, but between the Awakening and global warming I'll accept just about any conditions as far as ground cover is concerned.

Bumping this.

Is there snow on the ground? If so, are there footprints?

Is there any sort of shore on the island (for a boat in this case) or are the steep embankments around the entire perimeter/circumference of the Island?
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Beta
post Jul 15 2021, 02:10 AM
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@Gilga I think you were suggesting IC that Trouble was staying up high? (Jack's IC was talking about how Trouble would hide if down, but I think Trouble has not come down?)

Today's first dice: 10d6t5 3
Today's second dice: 6d6t5 3
Today's third dice: 12d6t5 4

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Gilga
post Jul 15 2021, 06:27 AM
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@Beta I was unsure what Bobby wanted of him, if he wants them to be down Trouble would be down. I wrote him down IC.
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Jack_Spade
post Jul 15 2021, 08:37 AM
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I'm not sure if Trouble could see anything if they stay so high that they can't be seen.

That's why Bobby suggested coming down and hiding in a tree.
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Beta
post Jul 16 2021, 02:16 AM
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I think today was peak crunch for work, so hopefully getting more responsive after this ... but today just a quick doc.

Bobby finds the building to be short of obvious gaps, almost as if they had taken particular pains to keep rodents out ... but not much is truly rat proof. Perception vs threshold of four or an appropriate knowledge vs threshold of two (to know likely weak spots). He can attack the barrier without a hole (it does show in many places), but I assume he wants to find a hole first?)
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Tecumseh
post Jul 16 2021, 05:54 AM
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@gilga
Mato is more interested in Matrix overwatch than astral overwatch, but if Trouble can cover both Mato and Bobby simultaneously then go for it.

@Beta
A couple general purpose rolls, mostly because I haven't rolled Stealth in a few Chapters.

Sneaking: Agility 10 + Sneaking 5: 15d6t5 9 hits, hahaha I am the night!

Physical Limit involving the core and/or legs would only be 8, so I probably lose one of those hits.

Alright, so Mato folds himself into the darkness, wrapping it around himself like a comforting blanket. Now, on to Perception:

Base Perception: Intuition 6 + Perception 5: 11d6t5 4 hits
+ Vision: Vision Enhancement 3 + Specialization 2: 5d6t5 3 hits
+ Hearing: Audio Enhancement 2 + Specialization 2: 4d6t5 0 hits
+ Scent: Olfactory Boosters 4 + Specialization 2: 6d6t5 3 hits

Final tally is 7 hits for vision and scent, 4 hits for hearing. He has both low-light vision (from being an ork) and thermographic vision (in his glasses).
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Jack_Spade
post Jul 16 2021, 07:47 AM
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Perception: 13d6t5 4

Easy, peasy, lemon squeezy

But I stil need to know what force the barrier has:

Anything below or equal to 5 he can squeeze through reliably with his CHA 4 + Magic 7
Between 6 and 8, he can use his Shatter Shield spell, as the barrier only defends with a force x1 roll
Above that, he'll have to hammer through with attack rolls.
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Gilga
post Jul 16 2021, 09:55 AM
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Rolls for AM matrix overwatch:
Improve intuition, drain: 2#10d6t5 1 1
wow, bad rolls 1 drain, 1 hit. no glitches.
Matrix perception: 14d6t5 4

Roll for Tatanka:
Assensing: 7d6t5 2
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Beta
post Jul 17 2021, 02:01 AM
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@Jack_Spade I'm going to use Bobby's perception test on finding a hole as also his perception test to avoid being surprised (due to Combat Sense). In other words, roll init on Bobby.


Re: timing: Would people like to retcon the timing so that Mato and AM are getting close to the Wild Orc Ranch as Bobby is doing his thing, rather than an hour or so later?

Rolls:

Friday's dice 1: 4d6t5 1
enemy 1 init: init: 12+2d6 21
enemy 2 init: init: 14+2d6 24

And Jack, did you send an updated link to Bobby at some point? The link that I have in the first post doesn't work (but I'd copied that from the first post of the interlude)

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Tecumseh
post Jul 17 2021, 02:39 AM
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I can go either way. We were pretty loose on timelines last chapter so that everyone could be involved more-or-less simultaneously at Pike Hall. I think Bobby wanted to get to the scene in advance to make sure that Brent wasn't being actively executed. But if Bobby wants to go solo then I'm not in a good position to stop him.
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Jack_Spade
post Jul 17 2021, 12:30 PM
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Let's assume, that Bobby waited and watched until the rest of the team got near enough for evac and support. Bobby wanted to move ahead just in case that the kidnappers had noticed the communication and tried to relocate the boy.

As for the current situation, I assume, Bobby has been discovered if we are rolling ini.
The character is here and should be viewable:
https://docs.google.com/spreadsheets/d/107f...dit?usp=sharing

Since there are two spirits, I assume they are bound and therefore not higher than F6 (Bobby has Knowledge Specialization Spirits in case it's necessary)
Both seem already to be materialized, correct?

In that case I'd activate Elemental Body and charge the Plant Spirit - Bobby is still under the effect of the Movement Power, right?

Shapechange Rat F6: 15d6t5 7
Drain Resist: 7d6t5 3 (Roll from earlier when I transformed into the rat)
B1 A6 R4(7) S -
Bonus to first Ini thanks to SHOOT FIRST, DON'T ASK QUESTION quality
Ini: Ini: 17+5d6 28

28 First Ini Pass: Activate Elemental Body as a Complex Action

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Gilga
post Jul 17 2021, 07:48 PM
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Since Bobby is the one directing Trouble I'd say it's up to him. AM's instruction was to help Bobby.


Initiative for Trouble:
Astral intitiavie: 10+3d6 19

The first action dematerializes to combat spirits.
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Tecumseh
post Jul 18 2021, 03:47 AM
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Mato isn't carrying his lockpick stuff or autopicker because they're all Restricted and he wouldn't have brought them to Bellevue.

He'll just try to muscle it open. If he can't break the padlock (which I'm guessing is Structure 8, Armor 12, like a security door) then he'll try to break the door itself.

He gets to roll an unresisted attack:

Attack: Agility 10 + Unarmed Combat 5: 15d6t5 3 hits, pretty pathetic, must have used all the hits on the Sneaking test

Base damage is 12P (not using the cyberspur to start), so that stages it up to 15P. He needs to do 8 boxes to break the lock. The lock will resist with 20, so if the lock gets 8 or more hits then it won't work.

Damage resist: Structure 8 + Armor 12: 20d6t5 6 hits

That leaves the lock with 9P, which is more than its Structure 8 so it snaps. And, if it doesn't, whatever is attaching it to the door should instead.
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Gilga
post Jul 18 2021, 10:30 AM
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The fun stuff is that he does no noise unless the spell is resisted (IMG:style_emoticons/default/wink.gif)
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Gilga
post Jul 19 2021, 05:20 AM
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Beta. I am confused about the timeline. Trouble cannot make a conversation (with a very interesting spirit) during combat, does the big spirit keeps following him as he tries to struggle with the spirits attacking Bobby?
He has an initiative of 19 - first action dematerialize, second astral combat.
So at initiative 9 2nd phase, he'll charge one of the spirits, he cannot really talk much while doing so.
Astral combat: 10d6t5 4
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Jack_Spade
post Jul 19 2021, 08:42 AM
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If the spirit tries to dispell, it has to contend with
Dispell resist: 13d6t5 3

But even if Bobby turns back that won't stop the elemental body - Adept Powers can't be dispelled

Btw did I miss the spirits' rolls somewhere?
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Beta
post Jul 19 2021, 03:38 PM
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QUOTE (Jack_Spade @ Jul 19 2021, 08:42 AM) *
Btw did I miss the spirits' rolls somewhere?


Apparently my OOC post didn't go through (IMG:style_emoticons/default/frown.gif) When I get a bit of time on I'll get on my laptop and dig the rolls out of orokos and re-post them. ( And darn it I think I had something in the doc post besides rolls but I don't recall now what.)

===============================

OK, finally on the right computer, time for the dice dump that should have posted last night.

Plant Spirit, F6, optional power confusion and noxious breath
* it is just magical guard to try and remove Bobby's spell
dispell: 12d6t5 5

Water spirit F6, optional powers
* It has movement and binding (upon being touched, a bit like energy aura) activated before it came out of the water
* Trying for a touch attack on Bobby (+2, ties go the attacker) A bit challenging for a roughly equine shaped spirit vs. a squirrel, but spirits are remarkably flexible (if there are optional rules somewhere for size modifying attack or dodge I'm open to applying them, but I don't think there was anything like that in the CRB or Run and Gun. Somewhere else maybe?)
touch attack (binding): 15d6t5 5
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Jack_Spade
post Jul 19 2021, 10:12 PM
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Still missing the Ini, but I can roll that for you:

Plant: Ini: 12+2d6 20
Water: Ini: 14+2d6 20

Well, at least they are consistent

The Plant Spirit succeeds to remove the spell on Bobby - luckily by that time he is already out from under the hut and in close quarters with the spirit

Bobby uses counterstrike to the touch attack of the spirit:
Counterstrike: 16d6t5 7
Neat - beats the spirit by 2 successes and reverses the attack for 2 net successes - spirit now faces 16 P(e) magical damage - resisted only by body
Soak: 6d6t5 2
14 damage - enough to discorporate it - unless you have it spend Edge (or rather that of its conjurer)

New Phase:

Bobby is at 11, Spirits at 10
Bobby tries to hit the plant spirit before it can do stupid things to him.
Strike: 13d6t5 7

I'll leave the plant spirits defense to you (Full Defense?), but I'm willing to spend edge to go above and beyond if necessary.
The Plant spirit will also have to deal with 14 P(e) magical damage + Net successes.


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