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Fenris
Cool. Caramel, what's Izzy doing, and we'll try to move this show along wink.gif
caramel frappuccino
Izzy will target the ninja rushing towards him and drop an 11S Stunball on his head. smile.gif

Centering against penalties, initiate grade 8: 10 05 04 03 01 01

Sorcery (+2 spell pool): 11 09 08 05 05 05 04 03 02 01
Drain (4D - Trauma dampener): 10 08 05 05 05 04 02 02 01 01 01 01 [no drain]
Known modifiers: -1 Aptitude Sorcery, +3 cover, +2 heavy smoke (astral)

He'll also use one of his free actions from previous combat phases to activate his ruthenium and go invisible.
BishopMcQ
Stunball, hmm....Noted.
caramel frappuccino
IIRC, you have nothing to worry about 'cause you're covered by both Freddie's and my own spell defense. If you still get hit, I'll buy you a beer afterwards. wink.gif
BishopMcQ
I don't think I'm in any real danger, but my character is also taking notes of the abilities and responses in specific situations.

I don't have to know how to win a clean fight, just how to get the rest of you to kill each other so that I can deal with the weakened ones...ummm, I mean report back your weaknesses to the court, umm, i mean, LOOK A MONKEY!!
caramel frappuccino
Wait a sec, I didn't see any...dammit, where did he go?! frown.gif
Blitz
He's a cheeky monkey smile.gif
BishopMcQ
Fenris--Since I'm in the middle of the bad guys, I'll pre-post for you...
My plan is basically to continue stealthing forward to close the gap between the bad guys and myself. If any of them pass close enough for me to intercept, I will make a trip attempt. (I can't find a reference for a trip attempt, only the knock down rules which are kinda the same i guess...please help...)

Stealth 10 03 03 02 02 01 01
Modifiers:
+4 Traceless Step
+12 Ruthenium
+6 Thermal Dampening
+ ?? Vision Mods

Possible:
Unarmed 10 09 08 05 05 05 05 04 04 02 01 01 (9 successes)
Use close combat if the opponent has reach of 2 or more
Base damage 6D (-1 power if close combat)

**Wishes he'd taken the Throw maneuver**
Fenris
Hey, just wanted to respond and let you guys know what's going on with the lag. I foolishly decided to take four classes during a compressed semester known as "Intersession" at college, so we're covering 16 weeks worth of classes in four. Needless to say, I haven't had much free time lately. On the bright side, next week is my last week, and the posting will pick back up after then.
Buddha72
Well here's to the last week going swiftly then! I am eager to get this thread going again. biggrin.gif
Bearclaw
Freddie impatiently clicks his claws together.
BishopMcQ
Just keeping us near the top.
Bearclaw
How sweet, fresh meat smile.gif
Fenris
Alright boys and girls, time to get things rolling along. Insane short-term classes are done, so I should have more time to post.

I need everyone to chime in and say who they've got Spell Defense allocated to, and what type is allocated to each person.

???? - Lots of hidden actions.

Those of you that successfully spotted the figures before will see them move another 10m closer, putting them at about 20m away, except for the one in front of Izzy, which is now laying in a painfully unconcsious heap on the ground wink.gif

McQuillan - Got yout actions (thanks for posting ahead!), you're just not close enough to engage at this point, so I assume it's basically a delay action on your part.

Bearclaw - You're up, actions?

Next after Bearclaw is Izzy's spirit, then the round starts over again.
Cedric Rolfsson
I've got spell defense, 6 allocated to ME.(I don't know any of the rest of you yet, and you aren't one of the pack brothers,)

I'm also going to be moving into hand to hand combat:

I'm not even sure about the number of modifier Walker has right now:

+2 astral, +? allergy, darkness etc.

just let me know what you'd like me to roll and I am so there.

Fenris
Currently they're about 20 meters away, and under pretty heavy cover. You can move and delay your action until you get a target in hand-to-hand range. You'll have the +2 for astral, any modifiers for smoke, and any modifiers from your allergy.
Bearclaw
From the first post about this:
"Freddie will spend 7 dice from his spell pool in Sheilding, defending himself, the two he walked in with (Willem and Nevermore) and the other two closest ones. "

Did we decide who the other two were?

Anyway, I'm sticking with my origonal plan. I'm almost at ceiling height looking down. If I can catch three or more within range they get the stunball. Otherwise, one guy gets the manabolt.
caramel frappuccino
Izzy has shielding on everyone except his spirit.

Also, Lyra is going to cut in right after Freddie acts with another 11S Stunball on one of the question marks. She's going to drop it strategically, in such a way that it wouldn't hit anyone who's already incapacitated (wouldn't want to kill the buggers). Radius = 6m.

Lyra can also fly, so she'll use the same tactic as Freddie to negate the cover of the opposition.

Sorcery (+4 Spell Pool): 16 13 11 05 05 05 04 04 03 02 02 01
Drain (+4 Spell Pool, 4D): 11 05 05 05 04 04 04 03 03 02 02 02 01 01 01 01 [Light Drain, Physical]
Known modifiers: +2 heavy smoke (astral)

Spiritboy spends next action to finish materializing.
Fenris
Bearclaw - Currently, you haven't scored high enough on a perception test to spot a target. If you want to blast anyone (unless they actually engage you in hand-to-hand) you're going to have to spend a simple and make another perception roll.

Caramel - Keep in mind that going up doesn't negate the cover if they're behind a pillar. The pillars go from ceiling to floor.

Also, I'll need a perception test from Lyra if she wants to target anything.
Buddha72
Minako has 10 dice of Shielding on her and her ally spirit.
Bearclaw
OK, perception check:
11 05 05 04 03 03 03 01 01
#D:9 H#:11

Can I see anyone?
caramel frappuccino
QUOTE (Fenris)
Also, I'll need a perception test from Lyra if she wants to target anything.

Oh, yeah. Sorry, it's been so long that I've lost track of some stuff. Would it be okay to assume that she made them the last pass, since she didn't take any other action? If not, that's cool too.

Simple action 1: 10 07 05 03 02 01
Simple action 2: 11 07 04 04 04 03
Fenris
Alright, I know I've lagged a bit, but I want to make sure at least the majority of the players here are still watching and posting, so I need a roll call. I just want everyone to post a quick blurb saying, "Hi, still here, still interested" or something like that.

If it looks like the majority of the players have dropped out of the thread, I'll probably close it.
Buddha72
Still here!!
BishopMcQ
Still lurking in the dark places...
Bearclaw
still here. We've had 6 post in the last week or two.
caramel frappuccino
Yarr.
Blitz
close the thread and DIE!

ahem...I mean...here!
Fenris
All - Alright, good to see the response. Looks like we lost Whizbang and Fortune. I'll take care of them IC :evilgm:

Let's get things back on the road! Nobody's even died yet ;(

Caramel - The perception checks in the previous round are fine. Lyra spotted, noticed, and dropped one, in case the IC isn't clear.

Initiative:

Lyra - 23

Minako - 13

Kiyo - 13

Nevermore - 11

Izzy - 10

???? - 8

Twilight - 6

???? - 5

???? - 4

Freddie Krieger - 4

???? - 2

Lyra, then Minako are up.
caramel frappuccino
Lyra delays. smile.gif
BishopMcQ
Fenris--Just to check, what is the current range between the bad guys and Twilight? I have a quickness of 9, so I'm guessing I've advanced 6m with my two stealths. (I'm presuming that I can walk at normal speed with minimal modifier to my stealth...the rules are vague. Let me know if I'm actually moving at a diminished speed. A -1 for walking is fine, but I wouldn't want a heavier penalty than -1 or -2...)
Bearclaw
That was my mana bolt, right?
Buddha72
Minako is going to do nothing for the moment (delaying).
Fenris
Bearclaw - Newp. You didn't score high enough on your perception check. My apologies for not making that clear.

That was Lyra's Stunball.

McQuillan - With your movement this round, you'll be right on top of at least 1 target.

Kiyo and then Nevermore.
BishopMcQ
Fenris--Understood. If any of them move close enough to me because of the smoke, ruthenium and my damn sneaky rolls, wink.gif I will take the free action to intercept as posted above.
Blitz
Holding action same as before... smile.gif
Buddha72
Kiyo will cast Clean Air around Minako as before.

Clean Air (Sorcery 10)
08 06 05 04 04 03 03 02 01 01 (2 successes)

Drain 4S Stun (Willpower 6 + 8 spell pool)
10 08 05 05 05 05 04 04 03 03 02 02 01 01 (8 successes/no drain)

Will be centered on Minako and will clear a 6 meter radius out from here.
Fenris
Izzy, you're up.

Nevermore, I assume your held action goes off. Please feel free to roll now wink.gif

McQuillan, your held action goes off as well.

Minako, you can interrupt.
caramel frappuccino
Izzy casts a force 6 Trid Phantasm over the area to turn everyone in his party invisible while simultaneously creating illusionary monkeys to overlay and mirror the movements of the invisible bad guys.

Base TN: 4
Sorcery: 16 11 10 05 04 04 02 02
Centering (against penalties if any exist, for successes if not): 11 10 08 04 03 01
Drain (4D): 16 10 09 05 04 03 02 02 01 01 01 01 [Moderate drain, -1 Trauma Dampener = 2 boxes]
Known modifiers: -1 Aptitude
BishopMcQ
I'm not sure, but I believe that spell triggers the spell defense from Freddie unless he chooses not to use it. How many dice were allocated to Twilight for Shielding?

Either way, Magic Background to realize that teleporting monkeys and our team is impossible with the current understanding of magic in the Sixth world: 17 09 03 03 03 02 02 02 01

Resistance test (Int 7 + True Sight 2)
14 11 08 05 05 04 03 02 02--Only 3 successes against TN 6, so I believe the illusion unless the spell defense and shielding reduce the number of successes. Someone else's understanding of Magic in the Sixth world must be better than Twilight's.
caramel frappuccino
Addendum: The monkeys will each be sporting a hot pink neon sign above their head that reads "I'm a naughty monkey, please spank me."
Fenris
Izzy - Trid Phantasm is not Mass Invisibility. You create an area of effect. So you can overlay the area with the image of the area without the people in it, but you can't modify the spell on the fly to cover anything that may happen in the area after you cast the spell. It's also going to trigger spell defense and shielding dice for each person covered by the spell. The only person currently outside the area of the spell is Twilight, so Twilight will only roll the normal resistance roll, as opposed to using spell defense or shielding.
Keep in mind that since it's an area effect, every spell defense dice that achieves a success against the spell will reduce the total pool of successes, If they cumulatively create enough successes to stop the spell, it will be completely stopped.

Alternatively, you can try to use a free action to convince people to drop their spell defense before you cast the spell, but you only have a few words with a free action.

caramel frappuccino
QUOTE (Fenris)
Izzy - Trid Phantasm is not Mass Invisibility.  You create an area of effect. So you can overlay the area with the image of the area without the people in it, but you can't modify the spell on the fly to cover anything that may happen in the area after you cast the spell.

Aye, that's exactly what I'm doing. Apologies if I was unclear.

QUOTE
It's also going to trigger spell defense and shielding dice for each person covered by the spell. The only person currently outside the area of the spell is Twilight, so Twilight will only roll the normal resistance roll, as opposed to using spell defense or shielding.
Keep in mind that since it's an area effect, every spell defense dice that achieves a success against the spell will reduce the total pool of successes,  If they cumulatively create enough successes to stop the spell, it will be completely stopped.

Still going to go with the original plan. At this level of play, I doubt that anyone is going to use spell defense when the much more attractive shielding is available, so I'm not too worried about the spell being nullified by cumulative successes.

Also, Izzy will momentarily suspend his own shielding to allow the spell to pass through, but he won't say anything to anyone else. No one halfway cautious would trust him enough at this point to take the risk of dropping their own defenses, and this is as much a tactic to gauge the skills of his allies as a obstacle to impede the enemy.
Blitz
Sorry for the delay...been having serious internet issues the last 3 days frown.gif

Ok. Im going to split my actions on two seperate targets. One coming at Freddy, the other over Twilights head.

Full Ambidexterity will allow me to shoot one with each gun simultaneously. I cannot find my worksheet with my custom pistols, so Im just going to use the Manhunter base until I can recreate them. Really sorry, but I'll try to have them redone and forwarded to you by tomorrow. I hope that you'll still allow me to use my Signature Weapon skill as she does have her custom pistols, but I split the dice in case you wont allow it.

Burst Fire (3 rounds)
Burst 1:Freddy's attacker
Pistols: 6
Custom Pistol: 7
Signature Weapon: 12
11:5:5:4:3:2 11 5:5:3:2:1

Adept: Imp. Ability Pistols: 6
7:5:5:4:3:1:1

Burst Fire (3 rounds)
Burst 2:Freddy's attacker
Pistols: 6
Custom Pistol: 7
Signature Weapon: 12
11:10:5:3:2:1 4 8:5:4:4:2

Adept: Imp. Ability Pistols: 6
9:5:4:3:2:2

Burst Fire (3 rounds)
Burst 1:Above Twilight
Pistols: 6
Custom Pistol: 7
Signature Weapon: 12
10:9:7:5:1:1 1 4:4:4:1:1

Adept: Imp. Ability Pistols: 6
11:9:8:4:4:3

Burst Fire (3 rounds)
Burst 2:Above Twilight
Pistols: 6
Custom Pistol: 7
Signature Weapon: 12
9:8:4:2:1:1 2 19:11:4:3:2

Adept: Imp. Ability Pistols: 6
8:7:5:5:4:4:2

No combat pool at this time.
Buddha72
Minako is going to delay some more since I think the people involved can handle the heat coming their way.

OOPS!!

Fprgot the rolls for Trid spell. He had one success on Minako so rolling Intelligence dice for the spell.

TN 6
06 06 05 05 03 02 01 01 (2 successes)

So no effect.
Fenris
Caramel - Keep in mind shielding will apply to your TN's to affect them as well.

So, from everyone, I need an Intelligence + Spell Defense roll to resist the spell, TN 6, 6 successes if you're not covered by shielding, less if you are. Don't forget shielding adds extra dice to resist the roll to each individual covered by it as well.

I'll toss up the results of both McQuillan's attack and Blitz's attack as soon as I can get home to compare character sheets, since that'll be faster then asking the players questions through posts wink.gif
caramel frappuccino
QUOTE (Fenris)
Caramel - Keep in mind shielding will apply to your TN's to affect them as well.

Yup. It doesn't really matter if people in the party resist though, so that's okay. smile.gif

However, that does bring up an interesting issue. If shielding raises the TN to hit and spell defense directly reduces successes from the original sorcery test, do those reductions apply only to people with spell defense or to those with shielding as well? For example, Bob is a newbie runner with only spell defense, and his buddy Joe is a veteran mage with multiple initiate grades worth of shielding. If I cast an area spell at them, and get 1 success against Joe with his shielding up, and 6 successes against Bob, but Bob's spell defense reduces my successes by 1, does this mean that Joe is unaffected, even though I had a different target number to blast him?

If that's true, that opens the door to some funky tactics.
Fenris
Caramel - As far as we've been able to understand, any reductions in the successes of an area effect spell are reduced by all spell defense dice rolled against it. So yes, if Bob rolls his one spell defense and makes it, Joe has one less success to worry about if he's trying to roll spell defense. Keep in mind that as far as we've been able to ascertain, the extra dice from shielding is added to the resistance roll, and is not considered spell defense.
Fenris
McQuillan - One net success (he's wearing ruthenium too wink.gif, 6 successes on the resistance roll leaves him with a light.

Nevermore - TN should be 4 (base) + 4 (target rushing) +2 for vision mods -1 (Aptitude) for 9's.

First burst - 2 successes, staging the 12S up to a 12D. 4 successes on the damage resistance rolls drops the damage to an S.

Second burst - 3 successes, staging up the 12S to a 12D. 4 successes on the damage resistance rolls drops the damage to an S. Target is still up, but obviously wounded.

TN for second series of bursts are at +2 for changing targets (so 11's)

First burst - 1 success, no damage staging, 12S. 5 successes on the damage resistance roll drops the damage to an L.

Second burst - 2 successes, staging the damage up to 12D. 4 successes on the damage resistance roll drops the damage to an M. Target is still up.

I will need an opposed melee test from Nevermore and Freddy.
caramel frappuccino
Lyra interrupts. She slings a F6 Levitate to wrench Bad Guy #2's swords away from him. #2 is the one going for Freddy.

Sorcery:

19 09 05 05 03 02 01 01
(4 successes against TN 5)

Drain:
10 08 05 05 04 04 04 04 04 03 01 01
(No Drain)
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