Glyph
Dec 13 2003, 04:04 AM
Assensing: 4, 2, 1, 1, 1 (1 success) - tried 4 more times and couldn't improve on that.
Percpetion, 3, 2, 2, 1, 1
TinkerGnome
Dec 13 2003, 05:03 AM
Skooter doesn't notice anything additional just yet. Right now, I'll let Shadow determine how his character reacts to people leaping at him. A quickness (6) test will let him change his action from the warnings.
In either case, I'll post the results tomorrow sometime
Shadow
Dec 13 2003, 07:22 AM
Quick test:
04 04 02 07 01 04
On a side note. Go see THE LAST SAMURAI
Grey
Dec 16 2003, 04:44 PM
Scrounging (knowledge skill): 04 11 05 03
Perception check: 16 11 17 04 01 04
TinkerGnome
Dec 17 2003, 06:49 PM
Next post will be tomorrow evening/late afternoon EST. Feel free to be sick in the meantime.
TinkerGnome
Dec 18 2003, 07:13 PM
Okay, there is some food in the room (about two weeks worth of ration bars) and a tap into a water line (which may be healthy or may not... I doubt you guys care). Checking something with a date will show it's been about 48 hours since you lost conciousness.
Somewhere along the lines we lost a couple of players, so to be clear, the remaining group is:
Kyle
Fink
Skooter
Daemon
Azaezel
If I'm missing someone, let me know.
Grey
Dec 18 2003, 07:47 PM
Perception check to find the flashlight: 04 03 05 03 05 04
Astral Perception: 17 11 04 05 01 05
TinkerGnome
Dec 18 2003, 07:51 PM
Fink's astral perception does show him that everyone is apparently still alive. The aura hazing, whatever it was, seems to have settled down, though everyone looks slightly different on the astral plane.
TinkerGnome
Dec 18 2003, 08:48 PM
I changed the big post around a bit. Fink how has the fuzzy head and Skooter has the aching forearms.
Grey
Dec 18 2003, 08:54 PM
Ummm... I already had a fuzzy head though. I've got grey fur all over my body from SURGE.
TinkerGnome
Dec 18 2003, 09:04 PM
I...
You...
Target aquired
Digital Heroin
Dec 19 2003, 05:44 AM
First Aid to assess signs of Shock (as a trained First Aider I have no clue what they are

): 4, 4, 14
Glyph
Dec 19 2003, 07:08 AM
Astral Perception: 8, 5, 2, 2, 1.
TinkerGnome
Dec 19 2003, 02:44 PM
Everyone appears in good health, though a bit weakened. There is some astral repatterning, but that's about it.
Grey
Dec 19 2003, 09:18 PM
Summoning force 5 city spirit
Conjuring: 09 05 05 04 05 05 (5 successes - w00t!)
Drain (3M): 05 03 05 04 (no drain)
TinkerGnome
Dec 19 2003, 09:53 PM
A city spirit of your choice will appear

Something sewer appropriate (I'll leave it to you to write in the manifestation).
Glyph
Dec 20 2003, 04:14 AM
3 castings, for all of them it's Force: 3 with 1 spell pool die added to Sorcery and 4 to help resist Drain:
1) 8, 5, 4, 3, 3, 2, 1 (3 successes)
9, 7, 4, 3, 2, 2, 2, 1, 1, 1 (resisted Drain)
2) 4, 3, 3, 2, 2, 2, 1 (1 success)
10, 7, 4, 4, 4, 4, 3, 2, 2, 2 (resisted Drain)
3) 5, 3, 3, 3, 2, 1, 1 (1 success)
9, 5, 4, 3, 3, 2, 2, 2, 2, 1 (resisted Drain)
That's enough to feed 5 adults - after 3 castings, even resisting Drain, he will take a breather and dig in with everyone else. He can always cast it again if he needs to.
Kagetenshi
Dec 20 2003, 07:33 AM
Just to let everyone know, as of afternoon Sunday I will be out of the country until a like time the following Sunday. It's possible that I may have a chance or two to take actions during that time, but it's not guaranteed.
Terribly sorry for the interruption, I'll do what I can while away though (yay internet cafes).
~J
TinkerGnome
Dec 20 2003, 03:19 PM
On the topic of interruptions, if anyone else is going to be away through the holiday season, please let me know. It's "that time of year" and all, so we can just do some fluff/background stuff in the mean time.
Oh, and everyone gets 2 karma for actions up to this point. There's another point coming, but it'll have to be spent very specificly (so it's really more of a bonus skill point than karma).
Shadow
Dec 22 2003, 08:59 PM
Perception Check
02 04 11 04 10 03
TinkerGnome
Dec 22 2003, 09:09 PM
A faint but steady drip of water is the only sound that Azaezel's sharp ears can pick out.
Shadow
Dec 23 2003, 08:18 PM
Strength check to pop the bars
02 03 17 03 02 04 17 04
TinkerGnome
Dec 23 2003, 09:33 PM
I let Az fall without letting you roll for a reason. As your evolution becomes apparent to you guys, I will share the effects of it. Some of what I share will be a little beyond what your characters know, but don't worry about that too much. Just play it as you see it.
On that note, PM to Shadow about a few things.
TinkerGnome
Dec 28 2003, 02:30 AM
Happy Holidays, all. We'll get back into the swing of things soon, though it's one of those moments that requires just a bit of player initiative to move on from.
TinkerGnome
Jan 4 2004, 04:33 PM
Ever have one of those weeks? Well, I just did. This game will move ahead in a big way (well, in spirit it'll be a big way) tomorrow (Jan 5).
Grey
Jan 5 2004, 04:30 PM
Great, I was starting to wonder if the game died or not, I'll look foward to your update.
Grey
Jan 5 2004, 07:41 PM
Stealth to hide while looking outside: 09 04 03 01 #D:4 TN:4 HR:9 S:2
Perception check: 11 09 07 04 03 01 #D:6 TN:4 HR:11 S:4
Astral Perception check: 10 04 03 02 02 01 #D:6 TN:4 HR:10 S:2
Kagetenshi
Jan 5 2004, 11:55 PM
Perception: 1,1,2,4,4,4,5,5,10
Stealth: 4, 7, 8
~J
Grey
Jan 6 2004, 12:57 AM
Calling up a force 6 watcher.
Conjuring: 10 07 05 02 02 01 #D:6 TN:6 HR:10 S:2
Drain: 07 04 03 01 #D:4 TN:6 HR:7 S:1 (light drain)
One more perception check to get some detailed info: 14 09 03 02 02 02 #D:6 TN:4 HR:14 S:2
Shadow
Jan 6 2004, 02:55 AM
Stealth + Traceless walk to move down the alley and get behind the assailints, close enough that I can hear if there talking or judge them.
Open test for Stealth 8 dice
05 08 12 01 01 04 03 15
Perception to see and understand what is going on when I get down there
09 04 02 07 10 03
Glyph
Jan 6 2004, 07:47 AM
Spells cast one per round so his Spell Pool can refresh. For both, he will add 2 dice from Spell Pool to the casting and 4 to resist Drain. He will cast Improved Invisibility at Force: 5 and Levitate at Force: 3
Improved Invisiblity:
7, 5, 5, 4, 3, 2, 2, 1 (4 successes).
Resist 3M Drain:
10, 3, 3, 2, 2, 2, 2, 2, 1, 1 (Light Drain).
Levitate:
34, 16, 10, 8, 5, 4, 3, 2 (why couldn't I get a 34 for an open test, where it means something? Still, 4 successes, which is way better than I thought I would get with a TN of 7).
Resist 3M (now 5M) Drain:
11, 11, 7, 7, 5, 5, 5, 3, 2, 1 (resisted Drain).
He will look at the tactical situation from the air (things like people that would be hard to spot from the ground, escape routes, places where the besieged could possibly have an escape route, etc.
Perception check (with the Perceptive Edge):
13, 3, 2, 2, 1.
What the heck, a quick astral look, too:
5, 5, 2, 1, 1 (2 successes).
Digital Heroin
Jan 6 2004, 08:27 AM
Way I see it, Daemon in his usual manner didn't catch when anyone else mentioned helping the guy. Was too busy with his car.
Control (Peel Out): 2,3,4,7,7
Control (To the Streets): 2,4,5,11,17
TinkerGnome
Jan 6 2004, 01:31 PM
Maps available:
OverviewCloseupLet me know if there are any questions. The ork is the one behind the two boxes.
Grey
Jan 6 2004, 05:02 PM
4 favors left on my City Spirit (Force 5).
TinkerGnome
Jan 6 2004, 05:45 PM
There is no combat (yet, at least), but if everyone wants to roll initiative, it'll come in handy in a bit (if there is a fight, that is).
Grey
Jan 6 2004, 05:54 PM
Casting Armor (Force 4)
Sorcery (+6 Spell Pool): 10 10 08 07 05 05 05 04 03 02 01 01 #D:12 TN:6 HR:10 S:4
Drain (4M): 07 05 05 04 03 02 01 01 #D:8 TN:4 HR:7 S:4
Thats +4 to Armor with no drain.
And I'll throw an initiative roll at you. Initiative roll = 22
TinkerGnome
Jan 6 2004, 06:17 PM
Actually, I asked for that prematurely...
Most people are faster than they look. Treat the following as wired reflexes of the appropriate levels. In other words, they don't stack with magic or other cyber (if you have bio, it might stack):
Fink Level 3
Skooter: Level 1
Daemon: Level 2
In other words Fink has +6 Reaction +3d6 initiative, Daemon has +4/+2d6 and Skooter has +2/+1d6.
Grey
Jan 6 2004, 06:27 PM
Oh, wow, ok, I'll reroll in a sec...
[edit] actually, I don't need to, I just need to add 6, so thats 28 for init then.
Glyph
Jan 6 2004, 08:54 PM
My initiative is 12.
Kagetenshi
Jan 6 2004, 09:03 PM
Hate to ask this, but what do I roll for initiative? My laptop with character sheet is in the repair shop until Wednesday, and I was an idiot and didn't think to make a copy...
~J
TinkerGnome
Jan 6 2004, 09:09 PM
Oops, sorry about that. I do in fact, still have the relevant emails

I'll let you know as soon as I sort out the files.
Kyle has 6 +3d6 for initiative.
Shadow
Jan 6 2004, 09:44 PM
TKG, how close does Azaezel get to the barricades?
Kagetenshi
Jan 6 2004, 09:57 PM
Initiative roll=19.
Well, roll+reaction. It'd be kinda hard to roll a 19 on three d6s. Um. You know what I mean.
*Wobbles off to take a nap*
~J
TinkerGnome
Jan 7 2004, 12:32 AM
Hmm... by the time all hell breaks loose, Az has covered a little over half of the distance. Approximately 30 meters from the first burned out car.
Shadow
Jan 7 2004, 02:53 AM
I didn't realize hell was breaking loose, init is 24.
If there is any gun fire in his direction, he will draw his blade and charge the closest guy.
TinkerGnome
Jan 7 2004, 03:05 AM
Well, it hasn't... and it might not, depending on what happens. By that, I meant "by the time the guy in the car comes screaming out of hte garage" which will be in initiative order. Ie, before the initiative takes effect.
Grey
Jan 8 2004, 12:00 AM
Are we going to combat turns, or are we still in role play mode?
Digital Heroin
Jan 8 2004, 02:22 AM
Initiate: 3 (I speed fast like turtle)
Control: 1,2,3,5,8
Shot (6 Combat Pool): 2,2,3,4,4,4,5,5,16
That should cover it...
TinkerGnome
Jan 8 2004, 04:58 AM
A little bit of both. The RP initiative passes to the guys in the vehicles. Once they declare a course of action that is either hostile or not, we'll know if which mode we're in for sure.
[edit] And we have our answer. Combat mode it is. I'll post the "combat begins" post in the morning.[/edit]
Grey
Jan 11 2004, 07:04 AM
Free Action: Call Shot (back of the guys head)
Simple Action: Aim
Simple Action: Shot (Base TN4, +2 Called Shot, -2 Smartlink, -1 Aim, final TN3)
Pistols (+4 combat pool): 11 09 05 05 04 04 03 02 #D:8 TN:3 HR:11 S:7
Thats 7 successes to the back of his head (avoiding armor per the FAQ). Also, please note that the shot is silenced.