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> [OOC] Earth's Dawn, [Closed Game] Oh... the HORROR!
Sphynx
post Mar 3 2005, 01:35 PM
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You're not at the shore, it's about a kilometer away (at your best guess). Will answer that question if you ever get to the shore.
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Backgammon
post Mar 3 2005, 01:41 PM
Post #452


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Sphynx, this is probably best answered by you, to see if you'd allow it:

Is it possible to summon a spirit, using it's materialized form combined with Movement to quickly carry all of us around? What spirit type could do that? We have our choice between a sky spirit, a water spirit and a psionic thingamajig. So is this something doable?
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Tarantula
post Mar 3 2005, 01:57 PM
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Hows the power on all my drones, and if they're flying during the day, could they go all day (in the sun) without needing a recharge before the next day?
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Sphynx
post Mar 3 2005, 01:51 PM
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The ones with solar power panels are ok, it's the one gunther that you stripped the panels from to make a converter that is almost out of juice. The others regen juice faster than they burn it.
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Sandoval Smith
post Mar 3 2005, 02:18 PM
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I'd rather not put this 'filler' in the in game post. Jack is going to suggest checking out the drop off to the ocean, if between all of us we have either the gear or the magic to get down (and we see stuff down there worth getting to). A kilometer will only take a few minutes at a decent jog. Jack is hoping that there will be enough driftwood to lash some sort of floatation device, and then magic can propel them away from this horrible place.
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Tarantula
post Mar 3 2005, 02:10 PM
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I checked back, I did not remove a gunthers solar panels, but an arty's solar panels. So there is one arty drone that is getting low, however, they're mini-blimps, and as such won't be too hard to deflate and carry around... right?
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Fortune
post Mar 3 2005, 02:53 PM
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If we do find a vessel of some kind, Gypsy has magic that should be able to fix it to ensure that it is at least semi-seaworthy.

Can't do anything Spirit-wise though.
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Lindt
post Mar 3 2005, 03:03 PM
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In thery we have acess to 3 different nature spirits, plus the thought forms. Problem is the thought forms cant leave Rebo.
Man, we just need a Tree. Just one.
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Sphynx
post Mar 3 2005, 03:04 PM
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Arty it is, and no, it won't be hard to deflate/carry, but am I incorrect in thinking that it's Hydrogen filled? (Ie: might be impossible to re-fill...?)
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Tarantula
post Mar 3 2005, 03:15 PM
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I always thought they were like a hot-air balloon, thus the light weight, ability to stay up indefinately (with solar panels) and such. It could easily heat its own air with a small heater.
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Sphynx
post Mar 3 2005, 03:18 PM
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Ah, thought it was like a zeppelin. No books here so I'll have to take your word for it. :P Anyhows, if it's a hot air, look at the body to determine the size/weight, and see how large it is broken down. :P Page number uncertain, late 60's I believe, in Rigger 3.

Sphynx
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HMHVV Hunter
post Mar 3 2005, 03:51 PM
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I think I've got a way of carrying us down the mountain and dramatically shortening our journey to the shore.

Those thought forms have the power of telekinesis, and so do I. With both of us acting, we could levitate two people slowly down the mountain at a time and probably reach the shore before the sun goes down.
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Backgammon
post Mar 3 2005, 04:10 PM
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Ok, if we find ANY wood or anything remotely boyant, a sea spirits using Guard and pushing us will get us across. We can further combine that with a sky spirit making lotsa wind if we can make sails.

At the very worst, a sea spirit using Guard will allow us to breathe underwater and not drown, while we can have it create strong currents to get us across. But that's not gonna be very good for our equipement... Unless we tie our stuff to one of the flying drones and pick it up on dry land. Or maybe we can use a materialized thought for as a surf board if we can't find wood.
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Tarantula
post Mar 3 2005, 04:30 PM
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Sphynx, off the top of my head, they're body 2, which R3R equates to toaster-dwarf sized. Breaking down halves that I think, unless they have the option to fully breakdown, which I think halfs it again.

Juding by that, and that the Artys are basically a sensor-suite hanging off a balloon (even the pic in R3R) I think we can pack them in the backpack without too much issue.
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Lindt
post Mar 3 2005, 04:34 PM
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So sea sprit using guard and great form sky using movement. That works.
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Fortune
post Mar 3 2005, 05:30 PM
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Gypsy also has Levitate. We could all just fly where we need to go, using Spirit(s) for increased movement.
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Backgammon
post Mar 3 2005, 05:51 PM
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You'd have to cast in on what, 6? people and sustain it all. If you can manage it, it's a good way to do it though.
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Sphynx
post Mar 3 2005, 05:53 PM
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I think he's suggesting the following 3 people levitate:

Gypsy
Rebo
Rebo's Summoning.

One person (prob the spirit) would have to carry 2, the others could carry 3. :P Highest TN is 6.
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Backgammon
post Mar 3 2005, 05:49 PM
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Cool 8)
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Fortune
post Mar 3 2005, 06:11 PM
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Of course, if we are going to fly, we are headed in the wrong direction. Unless that is, we are going to fly over water around Ireland.
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Lindt
post Mar 3 2005, 06:35 PM
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Joys of great form spirits. No domain restrictions. We can cruise over land if we want.
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Sandoval Smith
post Mar 4 2005, 01:03 AM
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Just to make sure I have my geography down right, we're near where Cork would be, right? Cork is near the (south)east coast of Ireland. Go further east, and you hit England, correct?

Would the zeppelins' ballons be big enough that we could use them as part of some sort of flotation device?
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HMHVV Hunter
post Mar 4 2005, 03:31 AM
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I can't find the rules for sustaining spells (without elemental help) in SR3. Anyone know where in the BBB it is?
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Fortune
post Mar 4 2005, 03:44 AM
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SR3 page 176.
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HMHVV Hunter
post Mar 4 2005, 03:50 AM
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178 actually, but thanks :)
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