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> [OOC] Earth's Dawn, [Closed Game] Oh... the HORROR!
Toptomcat
post Jan 12 2005, 09:43 PM
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's the same anyway.
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Fortune
post Jan 12 2005, 10:21 PM
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I know ... I checked. But it's a good thing to know for future reference.
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Fortune
post Jan 13 2005, 11:07 AM
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Gremish: Could you please remove your sig(s) from the IC thread.
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Backgammon
post Jan 13 2005, 01:35 PM
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Sphynx: Sorry, I can't find the post where you described our exits. There is a corridor from where we hear feet coming in, an there is another corridor that seems clear?

Edit: nevermind, got it.
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Gremish
post Jan 13 2005, 02:19 PM
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Yep will removed them and make sure they arnt there anymore, sry.
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Backgammon
post Jan 13 2005, 02:48 PM
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Made some of your chars do a few actions, sorry. If you want anything changed, let me know.

Just to be sure, Tarantula, you can still walk around and follow us if you have your drones cover the rear, right? Don't want you to go RAS overrride on us right now...

Edit: And James should be taking point about 20 meters or so ahead of us. Far enough to scout a bit, but close enough so we can still see him.
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Tarantula
post Jan 13 2005, 02:55 PM
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Yeah, its just anything requiring a roll gets a +8 jumped on top of it.

Note to Sphynx:
[ Spoiler ]
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Fortune
post Jan 13 2005, 03:12 PM
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So Sphynx ... anything familiar or particularly useful about the Hermetic (?) designs?
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Sphynx
post Jan 13 2005, 06:33 PM
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Tarantula.... you have 2 of every drone?!? :P Didn't notice that before...

No Fortune, you don't recognize any of it, even remotely.

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Tarantula
post Jan 13 2005, 06:39 PM
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Yes...... except the bison, theres doubles of everything... (I had no where else to spend the money, and I didn't feel like making a 10+ custom drones...)
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Sphynx
post Jan 13 2005, 07:46 PM
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I normally don't read ahead on your IC posts, but thought I'd take a look see and noticed there was some misconception going on. :P

QUOTE
They could hear somethings, lots of somethings, heading their way from the tunnel to the right.


The scampering seemed to be from 1, maybe 2 individuals, and they were running away from you.
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Backgammon
post Jan 13 2005, 08:14 PM
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Woah, that changes everything. Hold on, going to have to redo the whole post.
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Tarantula
post Jan 13 2005, 08:24 PM
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Not to be a stickler or anything tom, but I noticed you have 8 pts thermal dampening on the camo full suit, when the max mod it can take of anything is 5. Only reason I noticed that was cause it makes you hard for me to spot as well :P
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Toptomcat
post Jan 13 2005, 09:56 PM
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Au contraire. 5 Ballistic, 3 Impact, 8 total available points of modifications.
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HeySparky
post Jan 13 2005, 10:14 PM
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I can never remember what standard availability is... is it 8 or 10? If it's 8 Toptomcat, you can have 8pts of mods, but the Availability of camo is 5 and Thermal Dampening makes Availability X2...
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Toptomcat
post Jan 13 2005, 10:59 PM
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Jesus, Mary, Joseph, Bhudda and Elvis, this is getting old.
Fine. The thermal's on my armor jacket and the chem lining's on the camo. I'm wearing the former.
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Fortune
post Jan 13 2005, 11:03 PM
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QUOTE (Backgammon)
Woah, that changes everything. Hold on, going to have to redo the whole post.

I'm glad I didn't post what I was originally intending in relation to yours then. That's a mighty big edit. :D
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Tarantula
post Jan 13 2005, 11:22 PM
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Top, the total amount of modifications is 8 yes, but the maximum of a single mod is 5. you could have 4 & another 4, or a 5 & 3, but not 6 & 2 or 7 & 1 or 8.
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Toptomcat
post Jan 13 2005, 11:26 PM
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Sweet baby Jesus H.W. Christ on a tricycle juggling chainsaws!
Give me a few, I'll edit. Total mods in effect will remain the same, their distributions will not.
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Toptomcat
post Jan 13 2005, 11:38 PM
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*twitchity twitch*
Done. 8 pts of Thermal. Couldn't quite keep the same stuff, but close enough.
Oy. Next it'll be my right arm that's above Avail 8.
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Tarantula
post Jan 13 2005, 11:50 PM
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:P Sorry, it just clicked off something in my head when you somehow pulled thermal 8 off with just 1 piece of armor from the get-go, when I tried for ever and ever do that a little bit ago with a character. So I wanted to see how you did it. Now that thats all squared away, back to the game!
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HeySparky
post Jan 13 2005, 11:52 PM
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Nope. That would be me. ;)
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Sphynx
post Jan 14 2005, 07:35 AM
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In a rare pleasure, I'll have to post here today due to your telling the story so well. I'll provide just the data, and you can do the story side of it. :)

Sleel: The right hand tunnel, the same tunnel the scampering of feet had come down, dead ends about 50 meters down (it is downhill, about a 20% drop on average). Apparently some sort of cavein that seems to block further passage.

Jack: Exploring the left passage you recognize more than a few similarities with the cave you found the mana warp in. It heads upwards, and you'd almost swear it was the same passage you took down, with only minor changes, such as this time there are places where steps have been chiselled into the ground.

Magic Types: The circle is definitely not hermetic, and even more definitely not shamanic. A different type of magic entirely. Another point of interest. The Cadaver men did not seem dual natured, yet they couldn't get past the Astral Ward. Magical residue still hovers in the area (and FYI: Background count here is about a 3, but only in a spherical pattern that includes the ward, about 3 meters in diameter.)
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Fortune
post Jan 14 2005, 08:11 AM
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So, was Gypsy's previous spell successfully cast?

I can't recall if I specified it earlier, but Gypsy has assigned all his dice to Spell Defence (consider this the default setting).
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Sphynx
post Jan 14 2005, 08:12 AM
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Yes, he has a +3d6 without drain.
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