DireRadiant
Aug 9 2006, 02:35 PM
Temporary Absence
LiTS will be out of town saturday August 12 and sunday August 13... oh wait, I'll be out of town, not that I post much on weekends anyway.
I'll be in Indy Saturday by lunchtime. Room 206 is the meeting place for all DS and LitS, I think it would be fun to get together and share lunch and dinner meals, and possible late evening refreshments with all of you. I've never been to the con in Indy, so I am interested in what is recommended.
I hope Street Magic copies are still available when I get there.
DireRadiant
Aug 14 2006, 01:40 PM
Reading through the forums in general makes me wonder how many other Dumpshockers we missed meeting while at GenCon.
El Orco's Angelic Flowers shall be a fond memory...
WinterRat and TiredRonin do you guys do Dim Sum?
grendel
Aug 14 2006, 10:17 PM
Back online. Back up to speed. Posts forthcoming.
WinterRat1
Aug 16 2006, 04:55 AM
Warehouse Group: Results for R1 - IP1
First, let me apologize profusely for the delay in my reply. Between looking for a new job, moving, an unfamiliar combat system, and the simply massive scale of the combat involved, it took me far longer than I thought to get through everything.
Just doing the rolls took me about 3-4 hours, and that's without changing the map! Hopefully with practice I will become faster and more efficient at it. I started picking up speed near the end, but I constantly needed to reference the various statistics and rules still.
A side result of this experience that will be addressed in more detail shortly will be the creation of a mechanism to hopefully speed up the times of larger combats and keep the turnaround to a minimum and the flow smooth and crisp.
Nonetheless, all those reasons aside, the bottom line is that there was a significant slowdown on my part that held up everyone and I apologize again for that. Forgiveness please.
From a strict statistical standpoint (obviously the flavor text will be posted IC) here is the results of R1 - IP1
Cao Jaan – Runs and dives through the shelves by Scrapheap, Max, and Knight. Hit by a Powerball spell for 7P (see below).
Blaze – Casts Increase Reflexes Lev. 3 successfully, shouts to ETG to cover the stairs, runs towards the stairs.
Scrapheap – Lobs smoke grenade which will detonate on 19 of IP 2, begins climbing shelf.
Knight – Yells at Cao to ‘Get the lady and get out’, casts F6 manabolt at A5. Goon A5 gets 4 hits on resistance roll, no net hits for Knight, spell has no effect. It is obvious to Knight Counterspelling was used, but it is not clear where it came from.
A1 – Begins sprinting up the NW stairs.
Nora – Tries to pull herself up. Holds on but cannot make progress.
A9 – 2 Wide Bursts at Scrapheap: 1st shot is a grazing hit, no damage. 2nd shot has 1 net hit, resistance roll nets damage down to 0 Stun.
A2 – 2 Narrow bursts at G1, 6P for 1st shot. 5P for 2nd shot, G1 dies.
A5 – F5 Powerball centered on Cao Jaan: 4 hits. 9 damage to shelf that Scrapheap is climbing, which begins to fall and will fall over at the beginning of IP 3. Drain: 5 hits on 5S Drain, no drain.
Results of Powerball (4 hits, force 5)
Counterspelling from Knight: 1 hit
Cao Jaan – 2 hits, net 2 hits for attacker, damage of 7P
G3 – Begins running forward to support friends.
A3 – 2 Narrow Bursts at ETG. Between the range modifier and ETG's massive armor, body, and cover modifiers, there was no way in heck this would hurt him so I didn't even bother to roll. Knocked down later in the IP by ETG.
A6 – Suppressive fire at Knight, Max, Scrapheap, and Cao Jaan. Guns down the three civilians in front of them.
A12 – 2 Narrow Bursts at G4, 9P for first shot, 5P for second shot, G4 dies.
Lady Dove – Runs to Nora and tries to help pull her up. Does not do much other than stabilize her grip.
ETG – Goes to cover in Interview room, yells instructions to Blaze. Hits A3 with a Narrow Burst for 5P damage, Hits A4 with a Wide Burst for 4P Damage.
Note: I rolled horrible for ETG (1 hit and 2 hits) and excellently for my goons. 5 hits on both of their resistance rolls! Both A3 and A4 are automatically knocked down. Finds time to let out a ferocious roar.
G1 – Killed before his action.
G4 – Killed before his action.
G5 – Falls back to cover; killed later this IP.
A4 – Staggers to his feet from Knockdown. Takes him both Simple Actions to do so.
A8 – Suppression fire, guns down everyone in the corridor in front of him.
G2 – Falls back to cover
A7 – Suppression fire, guns down everyone in an arc in front of him.
A10 – 2 Narrow Bursts at G5; 5P for 1st shot, misses second shot
A11 – 2 Narrow Bursts at G5; 4P for 1st shot, 5P for second shot, kills G5.
Max – Stays prone, surprised and cannot respond.
G6 – Runs out side door
If there are any questions, comments, or clarifications needed, please feel free to state them. For the sake of expediency I will be moving on to IP 2 immediately.
WinterRat1
Aug 16 2006, 05:34 AM
Warehouse Group R1 - IP2
Same as last time, everyone please roll for initiative (don't forget injury modifiers), then post your actions and any necessary rolls.
For the most part, the NPCs are doing the same thing as last round: Nora and Lady Dove are trying to pull Nora back up to the second floor, citizens are running around trying to get away, and the Opposition is gunning down everyone and everything in sight.
A few notes for IP2:
1. Scrapheap's smoke grenade will go off on Phase 19, creating a smoke cloud with a diameter of approximately 20 meters. It has been marked on the map with 6 diagonal lines in about the center of the map.
2. The shelf Scrapheap is standing on will collapse at the beginning of IP 3. The shelf is about 6 meters high and therefore per pg. 115 the threshold number of successes is 9 to climb it entirely.
I rolled an extra dice for you due to a +1 modifier I gave you for 'Easily Climbable' surface and scored a hit.
Therefore you now have 4 out of 9 required successes to reach the top of the shelf.
Before any other actions you take, roll Agility + Climbing to see if you lose your balance and fall as a result of the shelf being rocked by the Powerball.
If you wish to continue to climb the shelf, you have two choices:
a) Climb as much as you can this IP and then jump in an attempt to grab the floor of the catwalk.
You will obviously face a penalty for what is essentially two skill uses this phase (Climbing and Gymnastics), not to mention a penalty for probably having to jump a fairly high distance to grab on to the floor of the catwalk. Additionally, if you miss, you will be consider to be jumping off a several meter high object, with all the problems that potentially entails.
However, on the plus side, since you go first, you'll be able to get up there before anyone can do anything if you succeed.
OR
b) Climb as much as you can this IP, and then jump in an attempt to grab the floor of the catwalk during your Phase in IP 3, right before the shelf collapses.
The downside to this is that if anyone so much as breathes on this shelf (i.e. damages it for 1 more box of damage) it will collapse before you can jump...unless I'm feeling generous and give you an opportunity to jump and you make an absolutely MONSTER roll to jump off in time and grab the catwalk. I would not feel good about betting on this possibility, just so you know.
The upside to this is that you are much more likely to succeed in climbing to the catwalk, as you'll have an entire action (with no/very little penalty) to climb the shelf this IP and then another entire action to make a Gymnastics roll (with no/very little penalty) to jump to the catwalk.
3. Because of where the Powerball hit the shelf, if it collapses it almost certainly will fall East, on top of Knight and Max. Just something to think about. And yes, you can definitely see it wobblng.
4. All characters in RED on the map are dead. Maps have been emailed to all of you since Shadow is currently gone and unable to post the maps for me.
WinterRat1
Aug 16 2006, 06:09 AM
General GenCon Update - All I can say is WOW, it was an absolutely fantastic time. I absolutely loved meeting everyone, and it was really fun hanging out with fellow LITSers and getting to know them better. We missed everyone who couldn't make it, especially BC, who was called away on work at the last minute.
We're definitely going to work on making this an annual event, and next year we plan on going for at least a couple days. Hopefully, we can see more of you there next time around! I'm horribly incompetent at technology, but Ronin has pictures from the Con that I imagine he'll post when he can. Start bugging him and you may see results sooner.
Warehouse Group - Go ahead and start making your rolls and talking strategy. IC post will be up sometime tomorrow.
DireRadiant - I do eat Dim Sum, but I don't know about Ronin.
Vegas - You're up. Sorry about the delay, in the future feel free to prompt/remind me if your storyline is dragging. I've been busy, but I try to keep up on the storylines that are quick and flowing, so even if I was slow with the Warehouse Group because it was such a massive effort, it never hurts to see if you can get me to push your story forward.
bclements
Aug 16 2006, 12:14 PM
QUOTE (WinterRat1 @ Aug 16 2006, 01:09 AM) |
We missed everyone who couldn't make it, especially BC, who was called away on work at the last minute. |
Trust me, I would rather have been at GenCon than running wire and setting up a network in Monterrey.
Get them pics up Ronin!
Posts'll be coming this afternoon.
banditf50
Aug 16 2006, 12:55 PM
Blaze's initiative rolls for warehouse combat round #2:
[ Spoiler ]
Initiative is 7 + 3 (spell): 6, 6, 6, 6, 5, 4, 3, 2, 1, 1 (5 hits)
*It takes a 5 to be a hit right? Not a 4?
Blaze has +3 IP now as well, does that mean when I declare actions that I should declare actions foe each IP? Or can I see how the first passes resolve before declaring my next action?
Winterrat: Do you want us to wait until you have compiled the iniative scores before declaring actions?
[ Spoiler ]
The leopard totem does not exist in the core SR4 book (I have not checked in Street Magic yet). The totem modifers in SR3 were +2 dice for combat and health, and +2 dice for summoning nature spirits at night. During the conversion I ruled that the spell modifiers were fine, but I was a little skeptical about the spirit modifier. Should Blaze have it now? This will affect the next couple actions that I declare.
WinterRat1
Aug 16 2006, 05:54 PM
Warehouse Group - Wait until the Initiative Scores have been compiled before declaring actions and making the rolls for your actions for IP 2.
Bandit -
[ Spoiler ]
Leopard is not in Street Magic. Remove the +2 dice for summoning nature spirits at night. For now we'll just go with +2 dice for combat and health. That's already plenty of bonuses. What are the disadvantages of Leopard again?
bclements
Aug 16 2006, 07:21 PM
I need to use more Edge for
Cao, or he's going to be a nice side of fire-roasted salsa pronto.
Initiative:
[ Spoiler ]
Initiative is 8 (9) (2 passes)
-3 Wound Modifier (with Low Pain Tolerance quality, -1 for every 2 boxes of damage instead of the normal 3 boxes)
Total dice pool is 6
Rolling: 1, 1, 3, 4, 5, 5
2 Hits
Initiative is 11, 2 passes
Also, now would be a good time to start chunking up some counterspelling, 'cause getting wacked with a F5 Powerbolt makes baby seals cry.
banditf50
Aug 16 2006, 07:26 PM
Knight and
Lady Dove are the best sources of counterspelling for us at the moment. Right now
Blaze is running towards the stairs, and then up them, since that puts his back to all of you (out of LOS) he cannot extend counterspelling over you
As soon as he secures the second level (and
Lady Dove) he will be in an elevated position where he can cover any of you.
WinterRat1
Aug 16 2006, 07:46 PM
Hate to be the bearer of bad news, but the resistance roll for Cao Jaan was including counterspelling. I gave you the benefit of the doubt and assumed that Knight would be covering those he could see with Counterspelling. One of your hits on the resistance roll was from his Counterspelling.
And just fyi, it was a Powerball, not Powerbolt. That's why it hit the shelves behind Cao Jaan as well and did severe (9 boxes) damage to them, hence their impending fall.
bclements
Aug 16 2006, 07:50 PM
Heh. I did ask for the "I am the wujen, please kill me," sign.
banditf50
Aug 16 2006, 07:54 PM
Remember, the (probably) best location for us to hold our ground in this warehouse is the area by the stairwell that Blaze is running up, the one that ETG has set up his 'pillbox' near.
We need to keep that stairwell open so that Blaze can guide Nora and Lady Dove down to the first level, even if Nora is rescued by John, we still need to get Lady Dove down.
From that location we have tremendous coverage from ETG, and clear shots at anyone approaching. We will also be able to focus our counterspellling in such a way that some of us will be covered by more than one mage. Remember, we have to keep some counterspelling protecting ETG, because if the enemy mage takes him out, then we have lost our most effective tactical weapon in this fight.
WinterRat1
Aug 16 2006, 08:02 PM
One other note BC. Since the attack did more damage in one hit than Cao Jaan's Body, he is automatically knocked down and needs to make a Body + Willpower (2) test (injury modifiers do apply) to stand up again. That's probably pretty relevant to your first action.
bclements
Aug 16 2006, 08:10 PM
Here's the rolls for that test:
[ Spoiler ]
Body: 4
Will: 4
Wound Modifiers: -3
Total Pool: 5
Rolling: 2, 4, 4, 5, 6
2 Hits, looks like he can get up
Mister Juan
Aug 16 2006, 09:15 PM
Knight's initiative roll for IP 2
[ Spoiler ]
Just a friendly reminder that Knight has 4IP for this round.
Initiative: 8+3 (increased reflexes spell)
Rolls: 5,3,6,1,2,3,2,6,6,4,1
Hits: 4
Initiative Score: 15
DireRadiant
Aug 16 2006, 09:39 PM
QUOTE (WinterRat1) |
DireRadiant - I do eat Dim Sum, but I don't know about Ronin. |
After leaving GenCon sunday I went to chinatown in Chicago, realized when I got there that it might have been possible for you and Ronin to make it too.
Anyway, that's a kind of activity we could do some other time for LiTs or DS people that can make it to the Chicago area on a weekend trip.
WinterRat1
Aug 17 2006, 08:52 AM
Warehouse Group - Argh, my bad!!!
I misread the Combat Sequence procedures, and a few clarifications are needed.
1. We do NOT re-roll Initiative for IP 2. Order remains the same, except for characters who had a direct change to their Initiative Scores (such as from Wound Modifiers or Blaze's Increased Reflexes Spell)
2. Characters who added Initiative Passes to their Combat Turn in IP 1 DO NOT receive additional passes until the NEXT Combat Turn. So Knight still has 4IP because he was already sustaining the Increased Reflexes Spell before combat started. On the other hand, since Blaze cast his Increased Reflexes spell in Combat Turn 1, IP 1, he does not get the extra Initiative Passes until Combat Turn 2.
I will make the appropriate adjustments to the Initiative Order and post them later tonight or tomorrow.
WinterRat1
Aug 17 2006, 11:17 PM
OK here is the initiative order (modified for injuries) for Round 1, IP 2. Everyone on the list, please post your actions for this pass and any relevant rolls needed.
Note 1: Due to the staircase railing design and other factors, no one has a very clear line of sight on A1 (who is still moving up the stairs). A9 is shooting at whatever opportune targets present themselves, same as last round.
Note 2: The smoke grenade will go off at the beginning of the round on 19.
Note 3: The shelf will collapse at the beginning of COMBAT TURN 2 (unless something happens between now and then to cause it to fall sooner), not at the beginning of IP 3 as I previously stated. I have edited my previous post to reflect this. Max is trying to scramble out of the way, I will send an edited map to reflect this as well.
Note 4: Slipshade, you should be back approximately now, feel free to jump in and resume control of Max whenever you're ready.
Combat Round 1, Initiative Pass 2
Initiative Order:
19: Scrapheap, Smoke Grenade
18:
17:
16:
15:
14: Knight, A1
13: A9
12:
11: Cao Jaan
10:
9: ETG
8:
7:
6:
5:
4:
3:
2:
1:
Mister Juan
Aug 17 2006, 11:35 PM
Quick question: if Knight was to rush to Cao's side, does he enter any supressed area?
bclements
Aug 17 2006, 11:36 PM
WinterRat1:
[ Spoiler ]
Cao should be at 8 in the initiative ranking, due to injury mods
Cao is going to run (as best as he currently can) toward the stairs, seeing that most of the people that he had been trying to warn have been mercilessly gunned down.
[ Spoiler ]
Defaulting to Strength: 3
-1 dice for Defaulting
-3 dice for injury mods
+5 dice, using Edge
4 Dice total
Rolling: 2, 3, 5, 5
2 hits, increase running distance by 4 meters for this Combat turn
EDIT: Heh, save yourself Mister Juan!
WinterRat1
Aug 17 2006, 11:56 PM
BC - Cao Jaan began the Combat Turn at 14, and he has 7 boxes of damage. -1 per 2 boxes of damage is a -3 modifier. 14 - 3 = 11.
Which stairs is he running towards? Please specify NW, NE, SE, SW.
Mister Juan and others - Sorry if it wasn't clear from the IC and OOC posts, but there is no suppressed area in mechanical terms. All the bullets were essentially used up gunning down the civilians in the area. I simply used the term suppression fire as a flavor text to describe his intent. I thought I made it clear but this should clear it up.
So yes, Knight can run to Cao Jaan without entering any kind of suppressed area. And btw, you might want to specify at this point which characters you have under your Counterspelling protection. So far I assumed it's only Knight and Cao Jaan from the previous posts.
Does anyone know if there's a limit to how many people you can have under Counterspelling protection at one time?
WinterRat1
Aug 17 2006, 11:59 PM
General Announcement
Everyone - During the next two weeks, the GM staff will be working on structural clarifications and improvements to the LITS-verse. If you have any suggestions that you think would make the game smoother, better, easier to run, more fun to play in, whatever, please give us your suggestions.
Some of the things we are working on are a wiki to make keeping track of combat easier (which I can say with certainty after running this Warehouse Fight is an absolute necessity!), cleaning up the website, bringing Shadowland back to life, and other various projects. So feel free to chime in with your thoughts since after all, LITS belongs to all of us and anything we can do to make it more enjoyable is something we want to examine.
bclements
Aug 18 2006, 12:00 AM
Ooh, missed that. Been awhile since I did the original.
He's running toward the stairs where Blaze is, the Northeast stairs.
WinterRat1
Aug 18 2006, 12:01 AM
Aw, are you sure you don't wanna run to the SW stairs? Just to be cool?
bclements
Aug 18 2006, 12:21 AM
Maybe if
Cao hadn't been quite so interested in an accurate recreation of the Charge of the Light Brigade
Mister Juan
Aug 18 2006, 12:36 AM
QUOTE (bclements) |
Heh, save yourself Mister Juan! |
Well, Knight is theoratically supposed to be Cao's "bodyguard" so.... just doing the job
As for who is under Knight's counterspelling, basically, anyone with LOS who's a friendly. Since he was going forward, the only people Knight could possible see would be (beside himself) Cao and maybe Scrapheap.
Mister Juan
Aug 18 2006, 12:57 AM
Knight will s summon a Force 8 Earth Elemental (I feel like we could use the backup) with the optional powers of Fear and Elemental Attack
[ Spoiler ]
Dicepool: Magic (6) + Summoning (4) - Sustained Spell (2) = 8
Rolls: 6,1,5,2,1,4,1,5
Hits: 3
Spirit rolls: 2,2,5,6,1,3,4,3
Hits: 2
Force > Magic = Physical Drain
Drain: 2 X Spirits Hits = 4P
Dicepool: Willpower (3) + Charisma (5) = 8
Rolls: 1,2,2,4,6,6,3,6
Hits: 3
Drain taken: 1P
Of course, Knight will extend his counterspelling to the spirit.
grendel
Aug 18 2006, 01:04 AM
"What do you think happened here, Sarge?"
"I don't know, trooper, but it must have been one mean spirit to leave such a large astral impression for so long."
bclements
Aug 18 2006, 01:12 AM
++
Sweet Jebus that's a monster.
Mister Juan
Aug 18 2006, 01:13 AM
Well, I'd sure like us to live a little more. It should buy us some time.
banditf50
Aug 18 2006, 11:38 AM
Damn that is a large spirit . . . go team runner! By the way, didn't John have a spirit on-call when he walked into the warehouse? I seem to remember reading that. If so, it's time to call out the big-guns.
WinterRat1
Aug 18 2006, 05:16 PM
Max has a spirit on call. You guys sure you want to break out the big guns so soon? This party's just getting started, and I'm only warming up...
WinterRat1
Aug 18 2006, 05:17 PM
Umm...not that I have anything else planned other than these guys. Oh no, of course not. Yup, what you see is what you get. No other surprises. None whatsoever. Honest.
bclements
Aug 18 2006, 05:20 PM
QUOTE (WinterRat1) |
Max has a spirit on call. You guys sure you want to break out the big guns so soon? This party's just getting started, and I'm only warming up... |
Well, you
did mine the walls and have what looks like an army of Triad's come in. I think a F8 spirit isn't pushing any envelope at this point
Mister Juan
Aug 18 2006, 09:06 PM
QUOTE (bclements) |
QUOTE (WinterRat1 @ Aug 18 2006, 12:16 PM) | Max has a spirit on call. You guys sure you want to break out the big guns so soon? This party's just getting started, and I'm only warming up... |
Well, you did mine the walls and have what looks like an army of Triad's come in. I think a F8 spirit isn't pushing any envelope at this point |
That was exactly my line of thinking
I mean... you are throwing what seems to me like two full fireteams of pretty well armed goons with some magical support.
Tiredronin
Aug 19 2006, 05:54 AM
ETG Actions:
1.Simple:
Long Narrow burst at A5 (i.e. ETG's spell defense, assuming he saw that A5 was the one who cast the spell...).
[ Spoiler ]
First shot at A5: Long Narrow burst
range medium: 0 Rangefinder
Target partial cover: -2
Attacker behind cover: -1
Smartlink: +2
recoil long burst: 0 compensated (-5, with +9 recoil comp)
Lighting: 0 vision mods.
Total modifiers: -1
Dice pool: Agil+MachGun=6+7=13
Total dice pool = 12
+5 DV from narrow burst.
Roll: 3 successes.
Damage Value:LMG 6P, -1 Armor
MDV=11P+net successes if hit
2. Simple
Short wide burst at A4 unless he misses A5, in which case he will shoot A5 again (can we do this?)
[ Spoiler ]
Second shot at A4: Short Wide burst
Range medium: 0 rangefinder
Target partial cover: -2
Attacker behind cover: -1
Smartlink: +2
second target: -2
recoil: 0 comp
Lighting: 0 compensated
Total: -3
Dice pool: Agil+MachGun = 6+7=13
Total Dice pool=10
Target has -3 to dodge.
Roll: 4 successes
Damage Value:LMG 6P, -1 Armor
MDV=6P+net successes if hit
Alternate roll:
[ Spoiler ]
ETG’s priority is to at least injure A5, so if the first shot misses, he will use the second to shoot A5, short wide burst.
Dice pool = 12 (13-1)
Target has -3 to dodge
Roll: 2 successes
Damage Value:LMG 6P, -1 Armor
MDV=6P+net successes if hit
3. free action - err.. delay?
Tiredronin
Aug 19 2006, 05:55 AM
Dire: yeah I do eat dimsum, and I always find it strangely filling. It's strange b/c it doesn't seem like I'm getting full while eating.
Pictures: where would you like them posted? I am only slightly more tech savy than WR1 when it comes to this sort of thing.
Tiredronin
Aug 19 2006, 06:02 AM
Oh yeah, and in case you rule that ETG can't know A5 fired the spell, his actions will be 2 short narrow bursts at A2 and A4 (A3 is still knocked down I believe)
Modifers and Rolls:
[ Spoiler ]
1. Short narrow burst at A4
Mods: -1 (Attacker cover, defender cover, smartlink)
Dice pool 12 (13-1)
Roll: 5 successes (holy crap!)
+2 DV
MDV: 8P+net -1 AP
2. Short narrow at A2
Mods: -3 (attacker cover, defender cover, smartlink, second target)
Dice pool 10 (13-3)
Roll: 3 successes
+2 DV
MDV: 8P+net -1 AP
WinterRat1
Aug 20 2006, 01:51 AM
Out of town for a wedding this weekend, I'll be back Monday or Tuesday.
DireRadiant
Aug 21 2006, 05:19 PM
@Grendel
I just went reviewed the previous posts, and I wanted to check, there are security cameras, but are the other exits/entrances to the apartment building actually locked?
bclements
Aug 21 2006, 06:28 PM
Long overdue Karma
grendel:
(7-17 thru 8-21)
5 + 5 GM + 3 Quality:
13 karma
grendel
Aug 21 2006, 08:13 PM
Yes, the entrances and exits are secured using card reader type maglocks. Litany doesn't know from this level of casual observation whether or not they're protected by anti-tamper circuitry. The fire exits on all floors are alarmed, and open from the inside only. The front entrance has the usual buzzer panel to allow residents to admit visitors.
bclements
Aug 22 2006, 08:41 PM
Learn to swim, indeed
grendel
Aug 22 2006, 09:41 PM
Karma awards for my players
Morgannah: 4 pts (Jul 26th - Aug 22nd)
BClements: 10 pts (Jul 26th - Aug 22nd) [GM Bonus]
WinterRat1: 10 pts (Jul 26th - Aug 22nd) [GM Bonus]
BanditF50: 4 pts (Jul 26th - Aug 22nd)
TiredRonin: 4 pts (Jul 26th - Aug 22nd)
Shadowrunner13: 4 pts (Jul 26th - Aug 22nd)
DireRadiant: 6 pts (Jul 26th - Aug 22nd)
Slipshade
Aug 23 2006, 05:52 AM
Hey everyone. The move to Oregon went pretty well, but I have no idea when I will be able to start posting again. Right now I just can't seem to find the time.
Slip
DireRadiant
Aug 24 2006, 02:32 PM
Litany is attempting to human engineer her way intothe building. Let me know if my IC post is okay, I'llbe happy to change or edit as needed.
Rolls that may be needed, let me know if you want some others. Adjust pools, results ae in order rolled.
[ Spoiler ]
Agility (5) + Palming (4) = 9 - To pretend to push button for the targets apartment
2 5 4 2 2 1 2 5 5 = 3 Hits
Charisma (4) + Con (4) + Pheremones (3) + Pizza Box & Uniform (? Supporting evidence) = 11 (Rolls in order if the pool needs to be adjusted)
5 1 1 6 4 3 1 1 1 2 3 = 2 Hit & Glitch
Int (2) + Perception (4) + Vision Enhancment (3) = 9
4 3 5 2 6 6 4 1 1 = 3 Hits
Int (2) + Charisma (4) = 6 Judge Intentions
2 3 4 2 2 3 = 0 Hits
Not using Edge to offset the minor but no doubt evil setback.
bclements
Aug 24 2006, 06:58 PM
Would
Tony know what that finger-brushing could signify?
[ Spoiler ]
Knowledge Skill test (I think that Tony sees the action well enough without having to use Perception, but let me know if you want that roll as well)
-Magic Theory 4
-Logic 3
-Dice pool is 7
Rolling: 1, 1, 3, 3, 6, 6, 6
grendel
Aug 24 2006, 07:26 PM
While Tony knows that there are mages who use ritualistic gestures during casting, Reign's motions appear like a personal ritual, perhaps an unconscious gesture of a previous trauma. Besides, Tony has no supporting information that she's Awakened. After all, if she were, why would she be asking him to come along on this errand?
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