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> Charm City [OOC]
pbangarth
post Apr 2 2024, 05:33 PM
Post #401


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Well, actually ....
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sunnyside
post Apr 3 2024, 06:26 AM
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Ok, I'm back from my (mis)adventures in the Auto Train, Florida, and ridiculous roadside attractions.

Let's get these threads rolling again. I guess Willie gets some solo play. I don't really have permission to use Lenny, but I have a general "training takes over" policy for inactive players mid run, where characters get quite and do what they're good at, but with little initiative.

I have a whole thing I wanted to post on the whole "the rules for powers are slapdash but they're just guidelines" approach in that section. Now, just a couple points in general for the fleshed out rules for spells. They can be quite sneaky when low force. At high force there is an increasing volume element (mentioned in the paragraph, and I bet nobody even questioned that in every SR videogame the spells make noise).

Powers are not so clear, and looking into them more I appreciate how, with certain interpretations, you can get things like Pbangarth killing an in person group when he had his free spirit character demonstrate to the rest of the team that they were now sidekicks.

However to keep things moving, and since the other players seem cool with it, let's just go with the stealth roll option. The wording of the effects of the influence power isn't as strong nor the link continual. I propose the general flavor is the suggestions are more "influence" than the control spells, so this thing isn't a deathnote. And if what they're doing is obviously at odds with that they would do they'll get regularly prodded with the wrongness of the thing, making it more in line with the spells (which wear off pretty quickly, depending on the willpower).

What the means is, assuming a good stealth role, is the rest of the team will want to be ready to go and move pretty fast. However with a maglock passkey ready and the locations of the girls known there's some potential for speed.
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Thanee
post Apr 3 2024, 08:17 AM
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QUOTE (sunnyside @ Apr 3 2024, 08:26 AM) *
I have a whole thing I wanted to post on the whole "the rules for powers are slapdash but they're just guidelines" approach in that section. Now, just a couple points in general for the fleshed out rules for spells. They can be quite sneaky when low force. At high force there is an increasing volume element (mentioned in the paragraph, and I bet nobody even questioned that in every SR videogame the spells make noise).


I guess, that also depends a bit on the spell, and also whether it is physical or mana.

Also... this happens in astral space, not in the physical world.

QUOTE
However to keep things moving, and since the other players seem cool with it, let's just go with the stealth roll option. The wording of the effects of the influence power isn't as strong nor the link continual. I propose the general flavor is the suggestions are more "influence" than the control spells, so this thing isn't a deathnote. And if what they're doing is obviously at odds with that they would do they'll get regularly prodded with the wrongness of the thing, making it more in line with the spells (which wear off pretty quickly, depending on the willpower).


Yeah, I think it's fair, that the spirit will get to break free after a while (I suppose, in this case substituting Magic for Force, as the power, technically, has no Force; so, every 6 combat turns, he gets to roll his Willpower again and accumulate successes until he figures that there was something more important to do (IMG:style_emoticons/default/smile.gif) ).


IC post is updated. (IMG:style_emoticons/default/smile.gif)

Was hoping to not need Edge on the Stealth, but 2 hits was too low for sure. 4 hits isn't amazing either (considering that was 22 dice in total), but at least decent.

Bye
Thanee
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sunnyside
post Apr 3 2024, 07:58 PM
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Ugh. Colors may just be off until I get back to my laptop. The interface does not work well on the phone with my big thumbs.
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pbangarth
post Apr 3 2024, 08:16 PM
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Huh. I've been kinda happy with Willie's stats so far.

When I built Willie with the cerebral booster to make him actually smart, I didn't plan for the current situation in which he has ideas but absolutely no Skill to impress them on others. He has no Leadership Skill and his Uncouth Negative Quality prevents him from defaulting to his towering Charisma of 2.

Intimidation is a bad idea.

Maybe he can Con or Negotiate something with the boys.
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pbangarth
post Apr 3 2024, 09:07 PM
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Of course, if at the moment I am the only player giving input, it might be hard on the GM. So, for now, maybe Willie will be a bit of a leader.
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sunnyside
post Apr 4 2024, 02:26 AM
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QUOTE (pbangarth @ Apr 3 2024, 03:16 PM) *
Huh. I've been kinda happy with Willie's stats so far.

When I built Willie with the cerebral booster to make him actually smart, I didn't plan for the current situation in which he has ideas but absolutely no Skill to impress them on others. He has no Leadership Skill and his Uncouth Negative Quality prevents him from defaulting to his towering Charisma of 2.

Intimidation is a bad idea.

Maybe he can Con or Negotiate something with the boys.


You might need to lean in to the uncouth thing a little. Also perhaps you could request flatline to do most of the talking. Though there isn't a face in the entire group. Might need to rely more on your hacker to get information.

EDIT: I see you are leaning in already!
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pbangarth
post Apr 4 2024, 03:20 PM
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The count of errors and omissions keeps rising, and my opinion of my own ability to create viable characters keeps falling. Bongo, the musical infiltrator, has 22 -- count 'em -- 22 grenades of various descriptions. (Granted, he has a good Throwing Weapons ability.)

Willie, the combat specialist has -- none. Bullets through water suck. Literally.

I have to think.
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pbangarth
post Apr 4 2024, 03:55 PM
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OK. I've thought.
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Thanee
post Apr 4 2024, 03:55 PM
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(IMG:style_emoticons/default/biggrin.gif)
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Thanee
post Apr 4 2024, 03:58 PM
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Are those boxes inside Frank's apartment?

Selina could levitate Sophie, while Fiona levitates Nari.

Bongo will have to watch them, and keep them calm, in case they wake up (it would not exactly help us, if they start to scream, I suppose (IMG:style_emoticons/default/smile.gif) ).

Bye
Thanee
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pbangarth
post Apr 4 2024, 04:46 PM
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Yes the boxes are inside. We can assemble them and place them on the drones before inserting our two charges.
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Thanee
post Apr 4 2024, 04:56 PM
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We should, indeed, have them ready, so we can move the two of them right in there.

But we will also have to make sure, that they are staying silent.

With Nari, hopefully, it will be enough if she sees Bongo and realizes, that she is being rescued. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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pbangarth
post Apr 4 2024, 11:21 PM
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As we entered, were there small items, bottles, glasses, ash trays, etc., lying around in the living room?
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Thanee
post Apr 5 2024, 05:51 AM
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Good point about the concealment. I added that in (that the targets can see each other).

Also added that Fiona will extend it to Sophie and Nari as soon as we are starting to move them, which in turn will make them see us without the penalty, if they are not too exhausted to notice anything.

Maybe it helps, if something happens. Outside of the apartment, she will probably have to drop it, anyways.

Bye
Thanee
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pbangarth
post Apr 5 2024, 02:25 PM
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OK, Thanee, how do you want to do this? Levitate to the living room? Put them in the boxes here in the bedroom? Wake them up and hope to walk them to the boxes?

I don't know how the two will react. Nari probably better than Sophie. You might need to 'put them to sleep' for a while.

Bongo is not all that familiar with spellcasting, so Selena should take the lead here.
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Thanee
post Apr 5 2024, 02:43 PM
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I thought, levitation would cause the least amount of stirring in the bedroom. Then drop them in the boxes, and see how we make sure they keep quiet.

I suppose, we could use Influence on Sophie to hide in the box and stay silent. Nari, I would assume, will be happy to go along, once she sees that Bongo wants to help her.

Bye
Thanee
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sunnyside
post Apr 6 2024, 04:36 AM
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You have subvocal mics, so you could shift that to IC.

In regards to powers, I may just lean into the whole guidelines things to keep interaction with powers flowing with the whole "the players should never be absolutely certain of the capabilities of a critter" thing.

But I will say, because I think our ages might be close enough, that the path to danger with influence is through conjunction junction.
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Thanee
post Apr 6 2024, 07:23 AM
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I doubt, we have any tranq patches... we need to keep her from making a ruckus somehow. (IMG:style_emoticons/default/biggrin.gif)

Bye
Thanee
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pbangarth
post Apr 6 2024, 02:46 PM
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Willie et al are about 80 meters from the critter. How close are they to the dock to which they were headed?
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pbangarth
post Apr 7 2024, 05:51 PM
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QUOTE (Thanee @ Apr 6 2024, 02:23 AM) *
I doubt, we have any tranq patches... we need to keep her from making a ruckus somehow. (IMG:style_emoticons/default/biggrin.gif)

Bye
Thanee


Heh. Bongo has stimulant patches. Will that do? (IMG:style_emoticons/default/biggrin.gif)

Actually, he has an assortment of drugs, some that would be calming. He has Laes-laced cigarettes that would actually knock a person out, but they have to be smoked. In passing, Bongo had been considering giving Nari one once they are out. It would help her forget most of the night.

So, levitate one at a time onto the drones, which I believe have to stay out in the living room, or both at once?
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sunnyside
post Apr 11 2024, 05:06 AM
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Sorry. Actually reaching the church should be a longer posting tonight's been taxes and wife drama. 😅

I don't think you're waiting on me in the other thread, but maybe you're stuck on how to move forward.

As for options for subduing there are spells like sunbolt and control thoughts in your lists. But even with conceal I advise against force 6, have at least some threshold I can work with. .

If you think Naru might respond positively Bongo might just wake her up, maybe with a hand over her mouth until she calms down. Levitating for a time first might be a roll to wake up as pillows and pressures shift and change. Though they are pretty bushed, especially Nari who was apparently unconscious before being brought into the room.

Melee rules would seem to support choking someone into unconsciousness. (Such as with an appropriate headlock). Also he has that packaging tape.

I just realized I need to look up if targets need to be willing for conceal.
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Thanee
post Apr 11 2024, 06:31 AM
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Yeah, I think we are still a little unclear about the specifics. Also thought about Stun Bolt to knock her out, even though that seems a little drastic. But I don't see much of an alternative. We cannot have her conscious, too much of a wild card.

Concealment does not require a voluntary target.

Bye
Thanee
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sunnyside
post Apr 11 2024, 04:20 PM
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Well, let me know if you need any more specifics out of me at this point. Your characters could also try and gain answers to things.

But you've got a fair number of eyes and info as it is.

Also if you think you could keep Nari quiet there isn't any reason you need to coordinate and do everything at once.
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Thanee
post Apr 11 2024, 05:48 PM
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We probably can't waste too much time, but good point, we could just start with her. (IMG:style_emoticons/default/smile.gif)

Bye
Thanee
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