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> The Found Arcana - Chapter 10 [OOC]
Tecumseh
post Apr 23 2023, 11:16 PM
Post #101


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I had also presumed that the earlier rolls had covered all the rooms. I'll add an IC post about continuing the search.

Tamarind got 9 hits and that's jolly good. Mato can reliably buy 4 hits for any given sense (vision, hearing, scent) on his own, and can get to 5 if each of the others can contribute a Teamwork die.

He'll continue to use all his sensors (like his radar sensors) as he progresses through the unit.

If it's important to roll the rooms separately then we can do that but I'm trying to avoid 8 rooms * 3 Perception rolls per room = 24 rolls.
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Beta
post Apr 24 2023, 02:21 AM
Post #102


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Never mind, I hadn't caught up on the IC yet, and my question is moot now.
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Thanee
post Apr 24 2023, 05:32 AM
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Initiative 9

Bye
Thanee
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Gilga
post Apr 24 2023, 06:05 AM
Post #104


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baypassing ward: 11d6t5 4
baypassing ward (reroll): 7d6t5 3
baypassing ward (resist): 20d6t5 8
the peaceful attempt fails, so she just walks out, letting the spell intersect with the ward.
resist 2: 20d6t5 7 - the ward
intersection: 16d6t5 8 - the spell
The ward collapses (I think it would come back in a combat turn), and the spell is intact.
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Jack_Spade
post Apr 24 2023, 06:41 AM
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QUOTE (Tecumseh @ Apr 24 2023, 01:16 AM) *
I had also presumed that the earlier rolls had covered all the rooms. I'll add an IC post about continuing the search.

Tamarind got 9 hits and that's jolly good. Mato can reliably buy 4 hits for any given sense (vision, hearing, scent) on his own, and can get to 5 if each of the others can contribute a Teamwork die.

He'll continue to use all his sensors (like his radar sensors) as he progresses through the unit.

If it's important to roll the rooms separately then we can do that but I'm trying to avoid 8 rooms * 3 Perception rolls per room = 24 rolls.


I asked quite a few times if you move into other rooms or just look - and since the drone swarm went around to scout, we arrive at the current situation.

Taking down the ward might have bad consequences though...

Everyone please roll initiative, so I get a sense of who does what in what order.

Edit: i.e I need a roll from beta
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Gilga
post Apr 24 2023, 07:46 AM
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Trouble: initiative: 10+3d6 20
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Thanee
post Apr 24 2023, 07:56 AM
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So, what now? If it goes outside of the apartment, we cannot outrun it.

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Thanee
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Gilga
post Apr 24 2023, 08:18 AM
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Well, Jack was kind enough to assume we just stand at the entrance rather than hang around the apartment and try to observe things and likely triggering his trap (IMG:style_emoticons/default/wink.gif)

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Gilga
post Apr 24 2023, 08:45 AM
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QUOTE (Thanee @ Apr 24 2023, 10:56 AM) *
So, what now? If it goes outside of the apartment, we cannot outrun it.

Bye
Thanee

Over summoning an equally powerful spirit may be an option if we must fight - perhaps an influence spell 'these are not the droids you are looking for' style but against 20 dice resistance, it is far from guaranteed.
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Jack_Spade
post Apr 24 2023, 08:50 AM
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I'm also assuming that Rachel is just outside the apartment, so she can react

Common knowledge about Plant Spirits: they have counter spelling
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Thanee
post Apr 24 2023, 09:11 AM
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Yeah, I know they have Magical Guard. Spells just won't work here. (IMG:style_emoticons/default/smile.gif)

And, yes, Rachel is still outside, she didn't get back into the apartment (as she was thinking about maybe talk to the neighbors).

I was thinking about summoning a big spirit. That would probably work with Edge on the Drain Resistance (if dice are not totally out of balance), but with the 9 Initiative, there is only one action, so... can't give it a command this round, anyways.

Does she even know what is going on, though?

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Thanee
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Jack_Spade
post Apr 24 2023, 10:46 AM
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Yeah, the materialized spirit becomes pretty obvious as it grows.
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Beta
post Apr 25 2023, 02:16 AM
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I forgot the second die on the first roll, adding it with another roll:
init: 15+1d6 17
the other d6: 1d6 4

Total init is 21.

And sorry that I IC'd Tamarind out of init order yesterday -- the way that the growth of the spirit was written I mis-interpreted as it all taking a bit, as opposed to creative license for describing such a huge spirit.
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Tecumseh
post Apr 25 2023, 02:39 AM
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For the record, I have no objection to the sequence of events. It's all fair play as far as I'm concerned.

Are we progressing through the initiative order? Is the spirit materializing at 26, so Mato and Tamarind should go at 21? I know some actions have been declared for CT1 IP1 already, like AM exiting the ward and Raven popping her Jazz.

(I'm looking forward to Raven RPing as "jumpy and hyper as caffeinated two-year-olds.")
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Jack_Spade
post Apr 25 2023, 04:32 AM
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Yes 26 is materialization time.
Afterwards it's action in sequence - otherwise it's hard to know when the ward comes down
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Gilga
post Apr 25 2023, 04:52 AM
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Oh sorry for making such a mess with the order. (or with the game).
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Jack_Spade
post Apr 25 2023, 06:26 AM
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It's alright
I just don't want to accidentally wipe the team - though I thought I gave enough hints about this trap😅
I am assuming that anyone who doesn't explicitly post an action will go for sprinting to get as much distance to the flat as possible.
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Gilga
post Apr 25 2023, 06:45 AM
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Wiping out the team? Wow... I did not even think we were in physical danger. I guess the Third is not such a normal person.

Edit added later:
Trouble's actions: Init 20 uses psychokinesis spirit power (with edge)
Psycokinesis: 10d6t5 2
Psycokinesis: 8d6t5 2

so he has an agility 4/strength 4 psychic ability.


Init 10: He would avoid the astral gateway and drag AM outside of the gateway.
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Thanee
post Apr 25 2023, 07:57 AM
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Why would anyone be forced to project?

All the Astral Gateway power does is making things dual-natured and allowing mundanes to project.

Is Rachel even inside the area (it is LOS, after all)? The spirit might not actually see her, yet. She should be something like 1-2 stories downstairs (she ran 12m on the first pass).


Anyways... I guess the only way to defeat this thing (because running away simply won't help) is to summon a really big spirit that actually has a chance of bringing it down.

Bye
Thanee
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Jack_Spade
post Apr 25 2023, 10:57 AM
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More precisely, if you are dragged into the rift you'll be forced to project:


p.28 SG
ASTRAL RIFTS
Astral rifts are spots where the barrier between the
metaplanes have thinned, allowing a bridge between
them. This rift allows Awakened and mundanes alike to
astrally project and cross over to that particular meta-
plane. Uninitiated magicians can travel without being
stopped by the Dweller on the Threshold. Not all of
them are stable, so if the rift closes, an Awakened indi-
vidual must find another way back. Note that Awakened
individuals can stay on the metaplane without worry of
ceasing to exist. Mundanes, however, are bound to the
astral rift and must use it to get back to their body. If
their body is removed from the rift area or it closes, the
person risks fading off into oblivion in hours equal to
their Essence stat.


I'm imagining an open central staircase where you can see from the top down to the ground floor.

You have to decide where to go to not be dragged further into the rift.

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Thanee
post Apr 25 2023, 11:32 AM
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QUOTE (Jack_Spade @ Apr 25 2023, 12:57 PM) *
More precisely, if you are dragged into the rift you'll be forced to project:


All it says is "allows to" or "can". It's all voluntary.

QUOTE
You have to decide where to go to not be dragged further into the rift.


I guess the safest place within reach right now is in the corner right underneath the apartment door, just two stories down.

Either way, Rachel won't be able to do anything else until next turn.

Bye
Thanee
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Jack_Spade
post Apr 25 2023, 12:11 PM
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The implication of SR lore is that astral rifts can and will drag you out of your body and into the metaplanes. If just saying no was enough, they wouldn't be such a huge deal like the Watergate rift.
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Thanee
post Apr 25 2023, 01:03 PM
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Well, maybe there are different kinds of rifts, some that are more like a vortex and some that are more like a gateway.

But I see where you are coming from there. (IMG:style_emoticons/default/smile.gif)

It's just very, very different from how I envision that power. (IMG:style_emoticons/default/biggrin.gif)

Bye
Thanee
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Gilga
post Apr 25 2023, 01:08 PM
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.
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Thanee
post Apr 25 2023, 01:29 PM
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BTW, SR4 actually has more details on that stuff (Street Magic p. 116 "Deep Rifts"). SR5 does not seem to have much on those, though.

Bye
Thanee
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