Dranem
Apr 27 2006, 08:48 AM
I like the interlude fiction, but I'm not liking the fact that - once seeing the gate open - you decided for me that Reggie would just drive out into the open without being cautious. I would have stopped and dismounted and have a recon done, open doors can sometimes mean a baited trap.
Thanee
Apr 27 2006, 10:58 AM
Yeah, that's what I thought as well... just driving out there blindly would be asking for trouble.
Maybe just edit the last part of your post, Ophis, that Reg does not just drive through, and leave it up to Dranem (and MrJ) what they are going to do?

QUOTE |
A glance up the ramp shows Reg that the gate out is hanging open, obviously the last smugglers to use this route forgot to lock up behind them. Being in the lead the bike with Reg and Sander takes the ramp first, as the rest of you ready yourselves for any trouble outside. They disappear from sight breifly as the pass through the gate into the woodland beyond. There is a sudden screech of brakes. |
->
QUOTE |
A glance up the ramp shows Reg that the gate out is hanging open, seems like the last smugglers to use this route forgot to lock up behind them. Being in the lead the bike with Reg and Sander slows down to wait for the others. |
How about this?
I edited my post already (kept the old one in there for reference, for now at least).
Bye
Thanee
Ophis
Apr 27 2006, 02:02 PM
Cool, I was just wanting to move things on, I'll alter my post.
Ophis
Apr 27 2006, 02:09 PM
Tattered~Seraphim as your moving thru the undergrowth outside, make a Perecption check for me. And a Willpower test.
Moonwolf
Apr 27 2006, 02:32 PM
Summoning:
4 hits
DiceSpirit got 2
DiceDrain resisted
DiceExtra power fear.
Tattered~Seraphim
Apr 27 2006, 02:54 PM
Sorry, just saw this after posting IC.
Perception:
Int 4 + Perception 3 = 7 dice
Rolls = 6, 6, 5, 4, 3, 3, 3, 2 = 3 hits
Willpower:
Will 3 = 3 dice
Rolls = 4, 4, 4 = 0 hits
Thanee
Apr 27 2006, 03:40 PM
QUOTE (Ophis) |
Cool, I was just wanting to move things on, I'll alter my post. |
No harm done.

Bye
Thanee
Ophis
Apr 27 2006, 05:03 PM
Assuming your two mages are still spell defending. They both felt soemthing hit their spell defence moments before Alastor screamed.
Tattered~Seraphim
[ Spoiler ]
-6 dice to all actions until further notice.
Mister Juan
Apr 27 2006, 06:17 PM
Sander hiding in the shadows and taking some cover
[ Spoiler ]
Infiltration
Rolls: 4 2 [6] 1 1 1 3 [6] 3 [6]
Hits: 3
Thanee
Apr 27 2006, 06:38 PM
Felice's Infiltration:
3 hitsAnd some Perception rolls, just in case:
Visual:
4 hitsHearing:
4 hitsBye
Thanee
Ankle Biter
Apr 27 2006, 07:00 PM
QUOTE (Ophis) |
Assuming your two mages are still spell defending. They both felt soemthing hit their spell defence moments before Alastor screamed.
Tattered~Seraphim
[ Spoiler ] -6 dice to all actions until further notice. |
Yup, I'm spell defending.
Moonwolf
Apr 28 2006, 02:31 AM
Ordering spirit to get rid of them. It's not going over 500 metres away from me, so it's not a remote service. Then shifting to astral perception as a simple action.
Thanee
Apr 28 2006, 03:37 AM
QUOTE |
Once the area is clear, come back to me. |
Just a quick note: That will only work/happen, when the spirit is bound.
Bye
Thanee
Ophis
Apr 28 2006, 07:28 AM
Moonwolf, initiative for you spirit please.
Hey evrryone else can roll too if they want, but since the spirit is going out there, it definiately needs to roll.
Thanee
Apr 28 2006, 10:33 AM
Felice's Initiative: 18 (13 +
5 hits)
Bye
Thanee
Dranem
Apr 28 2006, 10:51 AM
Reg's Initiative: 10
CODE |
Initiative (8) = 8 dice 4 2 1 [6] 1 4 [6] 2 Hits:2 |
Ankle Biter
Apr 28 2006, 11:51 AM
Hey, I sent my spirit out too... Check the IC section.
Haven't got my book with me right now, but I put my spirit on remote service anyway, so he's yours What's the initiative on a spirit? Force 4 wind. It's going to be interesting as I put mine on orders to incapacitate them, and EDIT Eury's /EDIT has been told to chase them off.
I believe my initiative is my int+reactions, in which case
Initiative, int+rea (7d6=29) 2 hits.
Moonwolf
Apr 28 2006, 02:14 PM
And they don't remote service unless they go over magic*100 metres away from you any more. But anyway.
Eury: 2 hits
Dice = Init 9
Spirit: 3 hits
Dice = Init 17
Edit for fixing.
Ophis
Apr 28 2006, 03:09 PM
Add hits on initiative test to initiative score to work out initiative.
Air spirit force four 10init.
Mister Juan
Apr 28 2006, 03:35 PM
Sander's Initiative: 12
Initiative Pass: 2
Ankle Biter
Apr 28 2006, 05:21 PM
Spirit initiative
Spirit initiative Force 4 (10d6=39) 3 hits, 13 initiative
My initiative is 9, I already rolled for 2 hits.
Thanee
Apr 28 2006, 06:21 PM
QUOTE (Ophis @ Apr 28 2006, 04:09 PM) |
Add hits on initiative test to initiative score to work out initiative. Air spirit force four 10init. |
Shouldn't that be 12 (in physical form)?
Astral (Fx2) with 3 IP
Physical (Fx2)+4 with 2 IP
Sidenote: Am I the only one who thinks, that astral initiative is way too low compared to physical initiative?

Bye
Thanee
Thanee
Apr 28 2006, 06:43 PM
QUOTE (Moonwolf) |
And they don't remote service unless they go over magic*100 metres away from you any more. |
That's my impression as well, altho it's not very clear in the book.
Bye
Thanee
Thanee
Apr 28 2006, 06:44 PM
QUOTE (Ankle Biter @ Apr 28 2006, 12:51 PM) |
...and Dranem's has been told to chase them off. |
Dranem's (Reggie's) 'spirits' would have trouble to chase anything off in the physical world...
Bye
Thanee
Ankle Biter
Apr 28 2006, 06:51 PM
QUOTE (Thanee) |
QUOTE (Ankle Biter @ Apr 28 2006, 12:51 PM) | ...and Dranem's has been told to chase them off. |
Dranem's (Reggie's) 'spirits' would have trouble to chase anything off in the physical world...
Bye Thanee
|
Doh!
Moonwolf
Apr 28 2006, 07:02 PM
Is it just my copy that says that physical air spirits have init of F*5 then?
Ankle Biter
Apr 28 2006, 07:06 PM
I was wondering how you got 9 hits....
That sounds more like astral initiative levels...
Edit, While there may be a distance limit before a service becomes remote, I assume that a spirit can be ordered to treat a service as a remore one. As I only had one service from it I figured I may as well open a slot to summon a new spirit.
I am waiting for other people's actions before I act, but in case I miss them,
[Ophis]
[ Spoiler ]
No response from Alastor has me pulling out me lvl 6 medkit, and beginning the patchup, Alastor declining medical help has me summoning a Earth Spirit, lvl 5, and using it as a riot shield a la bluejohn.
Thanee
Apr 28 2006, 07:17 PM
QUOTE (Moonwolf) |
Is it just my copy that says that physical air spirits have init of F*5 then? |
Nope, it says so in all non-errata'ed books. They mixed up the '+' with a 'x' for spirit reactions and that followed-up into initiative. Reaction is F+4 not Fx4 for air spirits.
Of course, the errata is also wrong (it says (Fx2)+3 for Air Spirits, whereas reaction + intuitive adds up to (Fx2)+4).

Bye
Thanee
Thanee
Apr 28 2006, 09:30 PM
As for the action, Felice is simply delaying, until more information is obtained about what's going on.

Bye
Thanee
Ophis
Apr 28 2006, 11:49 PM
Apoligies for my lack of replies, I've been tied up with overtime, and RL activities. I'll sort out proper responces on the morrow when I'm more awake...
Tattered~Seraphim has been involved in much the same.
Tattered~Seraphim
Apr 29 2006, 01:38 AM
Yup. Ta Ophis for posting for me. ^_^
Dranem
Apr 29 2006, 03:15 AM
QUOTE (Thanee @ Apr 28 2006, 02:44 PM) |
QUOTE (Ankle Biter @ Apr 28 2006, 12:51 PM) | ...and Dranem's has been told to chase them off. |
Dranem's (Reggie's) 'spirits' would have trouble to chase anything off in the physical world...
|
Unless of course they have a wireless signal the Sprite could hack into.

I almost make a really long IC post, but that wouldn't have fit into the combat sequence, so I guess I'll have to post it in bits as rounds of combat progress.
For Reg's turn, I'm digging my Medkit out of my bike, and I'll be seeing if I can do anything with my medkit to fix the wounded Alastor my next round.
Ophis
Apr 29 2006, 08:14 AM
Okies, the two spirits will head out of the gate and breifly out of sight...
From peoples comments your holding tight for the moment. Since the spirits are under there own cognisence I'll handle there little fracas for the first round. I'll hold everyones init for the second round.
Ankle Biter since you'll have gone astral to try and destroy the mojo on Alastor as mentioned IC, there is a spell on him, make a magic+counterspelling test, the resist 3S drain.
Thanee
Apr 29 2006, 08:54 AM
When the spirits move out of sight, Felice will slowly advance (using Infiltration to stay hidden as much as possible), trying to see where they are headed to. She will make sure to keep in LOS to Shiver/Eury.
Hmm... does initiative really work like this?
You can delay to the last point in IP1, then in IP2, if you are first, you get to act right again? So you can make two actions right after each other, if you go first? Seems a bit weird...

Bye
Thanee
Ophis
Apr 29 2006, 09:03 AM
Your only allowed one action a pass. If you wait till after everyone that may count as the new pass. To be honest I'd say that you intiative resets to the new point if you act within the pass you started holding (ie if you hold till 6 you act on six on every pass). Then again I have less problem with the two actions one after the other it happens the same if your the only one with tonnes of actions, really all the actions are spread evenly across the 3 seconds... which is it's own sort of madness.
I'll run it as it stands, but usually treat a pass as over once everyone has acted, I'll allow the action, action trick if you specify the point your holding till in the past when you hold. ie you get 15 init, acting first on action declare I hold till Init 4, you get to act on 4 in the first pass and then 15 on the second. If you just hold till after everyone else youn act right at the start of pass 2. Okay guys?
Ta Thanee, that gives me am observer for the fight so I can describe it rather than just report results.
Ankle Biter
Apr 29 2006, 09:23 AM
QUOTE (Ophis) |
Okies, the two spirits will head out of the gate and breifly out of sight... From peoples comments your holding tight for the moment. Since the spirits are under there own cognisence I'll handle there little fracas for the first round. I'll hold everyones init for the second round.
Ankle Biter since you'll have gone astral to try and destroy the mojo on Alastor as mentioned IC, there is a spell on him, make a magic+counterspelling test, the resist 3S drain. |
Magic + counterspelling
Magic + counterspelling (9d6=35) 5 hits, Booyah.
Thanee
Apr 29 2006, 09:26 AM
Sounds reasonable... either way, I'm not really one to misuse stuff like that, just because it is possible mechanically, anyways. Was just being curious, since it seems to be a little whacky.

Bye
Thanee
Thanee
Apr 29 2006, 09:46 AM
Here's a repost of my rolls from the last page...
QUOTE |
Felice's Infiltration: 3 hits
And some Perception rolls, just in case:
Visual: 4 hits Hearing: 4 hits |
Bye
Thanee
Ophis
Apr 29 2006, 09:46 AM
Ankle Biter
the spell is still in effect but reduced in power greatly
Tattered~Seraphim
Your penelty is down to -1 with that, you can now function fairly normally.
Ophis
Apr 29 2006, 10:16 AM
One spirit comabt dealt with, 1 round, your team wins. Though Eury's spirit did almost crap itself... Damn fear is almost to good a power.
Ankle Biter
Apr 29 2006, 12:38 PM
Ophis
[ Spoiler ]
Err, was the robed spirit mine? I never ordered it to manifest, so it could have been battling from the astral... Also do spirits show up on technological sensors these days?
Edit, I'll get back to you on if the robed one was my spirit.
Ankle Biter
Apr 29 2006, 12:44 PM
Either way, we won, so time to get me a new buddy.
My break is almost over, so I'll roll him up around 14.30 GMT
Ophis
Apr 29 2006, 12:47 PM
The spirit was yours anklebiter, you gave it remote service and never told it not to manifest, since some of it's powers are physical (ie not usable when astral) it chose to manifest, it sacrifices an action for a better body and reactions, so harder to kill.
Ankle Biter
Apr 29 2006, 02:04 PM
sweet, time to call up a new best mate.
[ Spoiler ]
Ankle Biter
Apr 29 2006, 02:05 PM
Crap, forgot drain on the spell breaking...
Drain for breaking spell (10d6=34) 3 hits, ping.
Ankle Biter
Apr 29 2006, 06:55 PM
Scan of entrance and surrounding area using periscope + optical low light binocs.
Scan area (4d6=15) 1 hit.
Tattered~Seraphim
Apr 29 2006, 07:44 PM
Stealth test- infliltration
Agl 9 + Inf 4 = 13 dice
Rolls: 6, 6, 6, 5, 5, 5, 5, 4, 4, 3, 2, 2, 2 = 8 hits
Perception:
Int 4 + Perception 3 = 7 dice
Rolls= 6, 6, 6, 4, 1, 1, 1 = 3 hits
Thanee
Apr 29 2006, 07:51 PM
I believe, Infiltration is Agility not Intuition.

Bye
Thanee
Tattered~Seraphim
Apr 29 2006, 11:22 PM
LOL, oops....... ah well, I just need to add more dice then! I was being stupid, lol!!!!!!!!

Have now corrected very very stupid moment. Blame Doctor Who and Underworld Evolution being on Seraphim's brain, and a silly typo on Alastor's char sheet.
Moonwolf
Apr 30 2006, 01:47 AM
Summon 1:
Summon (2 hits):
DiceDrain (3 hits) :
DiceSummon (2 hits):
DiceDrain (6 hits, what a waste) :
Dice
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