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> OOC: Fading into Nothing
Beast of Revolut...
post Jul 20 2004, 01:22 AM
Post #101


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Ooh, forgot about masking. I can try to just fool the ward. Will have to see how powerful it is though. I am masking my foci, and anytime I astrally perceive I am masking my astral form to appear as a normal aura.
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Cheesy Answer
post Jul 20 2004, 01:24 AM
Post #102


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Yep. But Alertness shouldn't be treated as a separate skill - if you can roll Alertness, you can roll Stealth.
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FXcalibur
post Jul 20 2004, 01:25 AM
Post #103


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I just noticed I missed one of mikey's posts oh-so-long ago. It doesn't help very much now...

QUOTE
Any problems with me making IC posts of defending myself/freeing hostages? I'll leave the Night One kid out of it...just whatever floor I'm on I round up any people and if opportunity presents, take pot shots.


Sorry for missing it. Don't know how much it means now, but yeah, sure.

Class starting, got to jet.
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Panzergeist
post Jul 20 2004, 01:46 AM
Post #104


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Okay, time to go inside. I'll open the door, then Kyle goes in first, then me, then the mages. Axe is a hermetic, so he can just send his elementals back to the metaplanes and recall them once he's inside, right?
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TinkerGnome
post Jul 20 2004, 01:46 AM
Post #105


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Not exactly. Axe is a Bacchus shaman ;)

He's going to whip up a few building spirits (city or hearth, whatever applies) and get concealment now and leave the rest on call for when we've passed the ward. Using the metaplanar trick to dodge a ward sucks up a service, but I'd rather have one less service than not have any at all (ie, have to do the summoning inside).

He'll try to synch the ward, too, with his masking.

[ Spoiler ]
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Panzergeist
post Jul 20 2004, 01:47 AM
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Ah, so he will have to deal with the ward too if he wants his spirits to enter.
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Cheesy Answer
post Jul 20 2004, 01:50 AM
Post #107


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QUOTE (Panzergeist)
Axe is a hermetic, so he can just send his elementals back to the metaplanes and recall them once he's inside, right?

How come shamans can't do this? I'm a bit rusty on the ins and outs of magic.
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Beast of Revolut...
post Jul 20 2004, 01:54 AM
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I'm fairly sure they can't. FX, you have any idea? Also, what is the force of the ard?
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TinkerGnome
post Jul 20 2004, 01:59 AM
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QUOTE (Beast of Revolutions @ Jul 19 2004, 09:54 PM)
I'm fairly sure they can't. 

You're wrong. Any sprit can be put on standby. Domain limited spirits can only be left on standby so long as you're within their domain. Great form spirits don't have that problem.

Still costs a service, though.

MitS p 98, upper left.
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Beast of Revolut...
post Jul 20 2004, 02:03 AM
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Oh, I didn't expect the relevant info to be in that book. Alright then, I'll just put my spirits on standby, dismiss my watchers, and deactivate my sustaining focus, and go in behind Slash. Thanks for the tip.
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Panzergeist
post Jul 20 2004, 02:08 AM
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Well I'll be damned. Okay, that nixes that problem. FX, did the delta team chopper crash into this tower, the toer black team landed on, another tower, or the roof of the building at the base of the towers?

Here's an initiative roll if there are enemies behind the door: 20
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TinkerGnome
post Jul 20 2004, 02:12 AM
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You know, on further reading, I don't think you can synchronize a spell past a barrier. At least, you can't explicitely do so. So I guess I'm deactivating my focus, as well.

Still, assensing for fun and profit:

13 09 03 03 02 01
#D:6 TN:4 H#:13 S:2

So not much.
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Fu-Man Chu
post Jul 20 2004, 05:01 AM
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I had a quick question - I thought that a shaman could only have one spirit of any type of domain summoned at any one time - regardless if they're great forms or not. I had thought the advantage of GF's were that you could change domains to summon more but that they wouldn't go away. . . am I interpreting this wrong?
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Fu-Man Chu
post Jul 20 2004, 05:26 AM
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Casting Improved Invisibility

[ Spoiler ]


Sustained Improved Invisibility, Force 6 with 5 success.
>5 success on Int to Resist.
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last_of_the_grea...
post Jul 20 2004, 05:43 AM
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Allright. Excaliber, place my character wherever it suits for your purposes. I been keeping the rooms vague for just that reason.

Stealth: 1,1,3,3, 10

Perception: 1,2,2,2,5

Remember, I have vision magnification 3, blindfighting and enhanced smell equal to olfactory booster 6.
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Panzergeist
post Jul 20 2004, 06:51 AM
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Fu, that is true of normal spirits, but not great forms.
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FXcalibur
post Jul 20 2004, 06:57 AM
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Alright, back from school. Now, let's see what I have to do...

Fireteam A
The Delta chopper crashed into the actual building a few levels below the roof where the towers are based on. The towers actually aren't that high (4 or 5 storeys).

Assensing reveals that the ward on the roof door heading down into the ritz proper is a force 8 ward.

I plan to have Sioux Asskicker meet fireteam A somewhere on the level they're going into now. I'll see if I can hustle up a post right now.

Oh, and do me a favour and roll initiative if you haven't already. Terry, you too ;)

Fireteam B
Nope, there's nothing you can see when you look up the trapdoor to the roof of the lift cab. The lift shaft's lights are off, and the area is plunged into near total darkness. I'll describe what you see up there when somebody goes up.

Oh, and Reaper got info from the projecting mages he met before going on the run that the mages the Ritz supposedly contacted for security haven't been found.

Right, if I missed anything, lemme know and I'll get right on it.
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GreatChicken
post Jul 20 2004, 01:46 PM
Post #118


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Making Stealth -> Awareness roll for perception. Defaulting to Stealth (no speciality):

5, 4, 2, 6, 4

TN: Unknown (using Light Systems and Orientation System overlay)
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TinkerGnome
post Jul 20 2004, 03:18 PM
Post #119


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Yuck, definitely not going to try synching that sucker without a good reason.

Initiative: 7

He'll pass the barrier and fling a bind on his first action, since I highly doubt he'll be able to cast stun ball and not nail team members ;)

Either way, rolls:

[ Spoiler ]
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last_of_the_grea...
post Jul 20 2004, 07:53 PM
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Initiative (Improved Reflexes 3) 11+4d6=: 29
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Beast of Revolut...
post Jul 20 2004, 08:19 PM
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Initiative 12
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PBTHHHHT
post Jul 20 2004, 08:32 PM
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Here's Roland's stealth rolls as he's trying to be somewhat quiet along with the others in the elevator shaft.

1: 2
2: 5
3: 4
4: 2
5: 1
6: 5
7: 3

Oh, hey GreatChicken, don't forget the rule of six in Shadowrun, roll and that extra die for that six of yours.
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PBTHHHHT
post Jul 20 2004, 11:15 PM
Post #123


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Hey Fu Man Chu, I might be mistaken, but I don't think we ran across any living creatures yet from our part in the elevator shaft. I just read back from what FXCaliber has said and we didn't see anyone, just the bloodstains and clawmarks in the elevatorshaft.... Though, that's a good idea to do an astral peek in the area before we actually send someone up.
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Fu-Man Chu
post Jul 20 2004, 11:29 PM
Post #124


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Team Beta
Reaper's vital information
Equipment:
Large Halbred which is his primary attack weapon
Valiant LMG carried as a rifle slung across the back (and multiple XX ammo clips)
Bunch of grenades

The main spells used are Improved Reflexes, Invisibility, Stunball, and Heal.
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Cheesy Answer
post Jul 20 2004, 11:45 PM
Post #125


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Does Reaper have any spirits on hold?
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