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> [OOC] Earth's Dawn, [Closed Game] Oh... the HORROR!
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
Post #90


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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
Post #91


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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
Post #92


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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
Post #93


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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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Backgammon
post Jan 14 2005, 01:12 PM
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Gyuh.. I'm confused... Why is JACK exploring the tunnel when I asked JAMES to do it? JACK = unoticeable guy JAMES = stealth sam, right?? Admitedly, close enough, and the end result seems to be the same... But did Jack go off on his own? Kinda lost here
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Toptomcat
post Jan 14 2005, 06:47 PM
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Yeah, I'm confused too.
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Sandoval Smith
post Jan 14 2005, 06:59 PM
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Lets say that Jack went in a few meters behind James to act as back up in case more zombies jumped out at him. My last post can act as compliment to whatever else James finds in that tunnel.
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HeySparky
post Jan 14 2005, 10:45 PM
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I think you guys should arm-wrestle or something and who ever wins gets to keep their name, the other has to come up with something more distinctive.

One...
Two...
Three...

GO!
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Backgammon
post Jan 14 2005, 11:10 PM
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Nah, it's ok. I'll keep putting both on point on suicide missions. Eventually one will die and it'll make it easier for me :grinbig:

Edit: edited the other post so I order both of you to go on recon.
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Fortune
post Jan 15 2005, 08:33 PM
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Backgammon: Your character would know these things, which is why I'm posting here instead of IC.

None of the team you are sending away can summon, and if the radios don't work, then it's a good possibility that drones won't get through either.

Also, there is a pretty high Background Count in the area of the mysterious Circle. You might want to take that into account before trying to erect a Ward. That's not to mention the presence of a large quantity of soon-to-be-rotting corpses.

I'll hold off on posting for Gypsy in case you want to change something.
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HMHVV Hunter
post Jan 15 2005, 08:39 PM
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Plus, I can't erect a ward in conjunction with any of our other magickers, since I'm a psionicist and no one else is.
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Backgammon
post Jan 15 2005, 09:51 PM
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Ahh, didn't know BG count would affect ward-making. Checking the rules, while it doesn't seem to explicityl say so, it does seem to modify any magical activity. Guess we'll all move out then. Editing.
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Fortune
post Jan 15 2005, 09:53 PM
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Personally, I think we should be checking that cave-in a bit more thoroughly before we leave.


But you're the boss. :D
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Backgammon
post Jan 15 2005, 10:03 PM
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Feel free to speak up in-game, Fortune!

Also, as was mentionned at some point in the posts, we should probably decide what our partners are, since I'm using it a lot.

We already have:
Gypsy - Slinky

I'm thinking, from the top of my head,
James - Rebo
Gremish - Jack
Seel - Tevos

with me moving around since we're an odd number. If anyone has any preference go ahead, this is just a suggestion.

Edited: 1 mage per team as Fortune mentions
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Fortune
post Jan 15 2005, 10:11 PM
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Ok, I will. :)

As for 'teams', Sparky suggested pairing an awakened and non-awakened character as being SOP. I think this is a good suggestion. With that in mind, you might want to split up Jack and James, partnering each of them with either Gremish or Rebo.
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Fortune
post Jan 16 2005, 09:21 PM
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Toptomcat: It was pretty much even. 4 people (Gypsy included) check the cave, and 4 people (plus Dogma) check the exit and organize the gear. There's a much higher probability of running into more hostiles up there than in the cave where we already toasted most of the opposition.

HMHVV Hunter: I assume your post means you are coming with Gypsy as asked? It is kind of unclear since there are 2 'magic wielders' (plus Rebo :P) on the cave-in team, and only one going with the rest that are checking the surface.
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