SleepIncarnate
Dec 20 2010, 12:45 AM
pbangarth
Dec 20 2010, 02:29 AM
SleepIncarnate, all I know of Jacob is that he is a dwarf talismonger. Can you tell me more? PM if you want it to be a secret.
SleepIncarnate
Dec 20 2010, 02:39 AM
He's an old family friend, a magician of the druidic tradition, and the one who helped get Pyro set up here in Seattle, introduced her to Dana. Was partners with Pyro's father back in the day when they were both apprentice druids. And in case you're wondering, no, Pyro is not druidic, her tradition comes from her mom.
SleepIncarnate
Dec 21 2010, 04:14 AM
pbangarth
Dec 24 2010, 03:18 PM
I'll be away from computer most of today and tomorrow. Merry Christmas all.
SleepIncarnate
Dec 24 2010, 07:41 PM
merry saturday, have a holly jolly weekend *goes back to flying missions over Asskrakistan*
Glyph
Dec 25 2010, 06:22 AM
Merry Christmas!
Red-ROM
Dec 31 2010, 01:56 AM
Just a personal observation, but it seems like, trying to plan for a run "in character" tends to slow down, and even kill games on dumpshock. What do you guys think?
I am trying to figure out what exactly we're trying to do. The info we have seems to point to this woman being robbed. So talking to her about it lumps us in with the "bad guys"
I think we should get up there, make ourselves a "nest" and do some recon. If we can come up with a good cover, we could tie it into our accomodations and our border crossing. I have an awesome Forgery skill, and a contact in the Department of Transportation.
The biggest flaw in this plan is that She is a powerfull mage that will be assensing us, and that makes it hard to con somebody like that.
pbangarth
Dec 31 2010, 01:59 AM
I'm happy with planning being done efficiently and expeditiously here in the OOC thread. The more the planning is in character, the happier I am as a story teller. Either way, I'm happy.
Red-ROM
Dec 31 2010, 02:03 AM
I'd like to do it in character, but that requires a lot more leadership and clashing of fictitious egos. I mean, Max is a goofball and Pyro has no respect for him.
pbangarth
Dec 31 2010, 02:13 AM
Well, we don't have a time limit here. If it takes weeks to get to a conclusion, what is lost? If you guys think that character clashes may sink this boat, then do what you have to, but I don't see that happening... yet, anyway.
Respect for each others' talents doesn't appear instantly. You gotta earn respec', boy!
pbangarth
Jan 3 2011, 04:41 PM
Initiative roll from everyone, please.
Bongo: 9 dice ==>
1 HIT Initiative = 10.
SleepIncarnate
Jan 3 2011, 07:56 PM
Pyro: 8 dice ==> 6 hits = 14
Initiative (8d6.hits(5)=6)And I was just in the middle of posting some nice ICness for her, guess I'll have to hold off on it. On that note, when it gets to her turn, I want to use the Manabolt she did roll.
Manabolt (12d6.hits(5)=5) 5 hits on a Force 6 Manabolt is nice
pbangarth
Jan 3 2011, 08:28 PM
@SleepIncarnate: Aww... missed the nICeness.
Go ahead and Resist Drain as well, please.
SleepIncarnate
Jan 3 2011, 09:16 PM
Resist Drain (3) (12d6.hits(5)=2) take one stun, putting me at 2 total
Red-ROM
Jan 4 2011, 01:47 AM
Initaitive:
[6,5,2,4,5,6,4] = (4)
7+4= 11
one IP
Glyph
Jan 4 2011, 03:01 AM
Initiative 5 hits + 11 = 16
Free action to activate his wired reflexes
Simple action to extend his monowhip
Simple action to
observe in detail (5 net hits) to determine the best spot to strike this thing to free Bongo.
pbangarth
Jan 4 2011, 03:25 AM
Glyph does indeed go first... this time, so he is the first to act.
Next are Pyro and the spirit concurrently, then Max, then Bongo.
Glyph
Jan 4 2011, 04:06 AM
Didn't mean to jump the gun, IC, but I saw everyone else's initiative, and the spirit was already taking its actions. He won't really accomplish anything this round, anyways. But I didn't see him as leaving his wired reflexes on in a cluttered pawn shop and relatively relaxed circumstances. He'll know better next time.
pbangarth
Jan 4 2011, 04:29 AM
It's OK. I wasn't stressed about it.
pbangarth
Jan 4 2011, 01:22 PM
I'm on my way out the door for a few hours, so rather than look it up, I'll ask. Do the wired reflexes turned on this initiative pass give another pass this Combat Turn, or does Glyph have to wait till next Combat Turn to be faster?
SleepIncarnate
Jan 4 2011, 02:17 PM
Pretty sure it's this turn, turning them on is just a free action.
Glyph
Jan 5 2011, 02:54 AM
According to the rules (pg. 134 SR4, let me know if SR4A changed it):
"If the number of initiative passes available to a character increases, that character does not gain the extra initiative passes for that turn."
So Tristan will just have 1 initiative pass this round, and three the next round. That makes turning wired reflexes off more of a disadvantage than I thought it would be, so I will probably be having him keep them on more often, or at least when there is even a chance of bad things happening.
pbangarth
Jan 5 2011, 04:06 AM
QUOTE (Glyph @ Jan 4 2011, 09:54 PM)

According to the rules (pg. 134 SR4, let me know if SR4A changed it):
"If the number of initiative passes available to a character increases, that character does not gain the extra initiative passes for that turn."
So Tristan will just have 1 initiative pass this round, and three the next round. That makes turning wired reflexes off more of a disadvantage than I thought it would be, so I will probably be having him keep them on more often, or at least when there is even a chance of bad things happening.
I checked the same section in SR4A, and it is the same info.
Red-ROM
Jan 5 2011, 04:07 AM
yea, I thought about hitting the cram, and realized it would take too long
pbangarth
Jan 5 2011, 04:14 AM
Max is next in this Initiative Pass.
Red-ROM
Jan 5 2011, 04:27 AM
free: calling spirit of man
simple: commanding spirit to use conceal on Max and Mick
simple: drawing gun
pbangarth
Jan 5 2011, 04:45 AM
QUOTE (SR4A page 188)
Summoned spirits appear on the astral plane and manifest so that
they are visible in the physical world as a ghostly image. The spirit can
hang around in astral space awaiting orders, or the magician can instruct
it to return from where it came to be called at a later time—as
long as it is called before its services expire. Calling a spirit placed on
“stand-by” takes only a Simple Action.
So, try a Quick Draw roll to see if you can get the pistol out this pass.
Red-ROM
Jan 5 2011, 11:45 AM
oops, misread the actions page. the gun can wait until next round.
pbangarth
Jan 5 2011, 03:20 PM
I'm happy for you to try this initiative pass, but you need to do a Quick Draw, Pistols + Reaction (3) test to make it happen. The Threshold is 2 if you have a quick draw holster. Unless you Glitch, you have nothing to lose.
Red-ROM
Jan 5 2011, 11:39 PM
Pistols 3 + Reaction 2 (+1, novacoke):
[5,4,3,6,2,6] = (3)
well what do you know? I probably wasted a pretty good roll there

must be my Nimble Fingers
pbangarth
Jan 5 2011, 11:40 PM
You whipped it out like an expert!
SleepIncarnate
Jan 6 2011, 04:44 AM
Just be careful where you spray
pbangarth
Jan 6 2011, 03:52 PM
Bongo's Attack of Will on the spirit. He's scared and angry, and Edge goes into this.
WIL 3 + EDG 4 = 7 dice, exploding sixes ==>
4 HITSSpirit tries to evade: REA 5 -2 damage modifier = 3 dice ==>
2 HITSDV is CHA 5 + 2 net hits = 7P
spirit damage resistance 15 dice ==>
4 HITSNet damage 3P. Enough to nuke the spirit! Holy shit!
pbangarth
Jan 9 2011, 08:09 PM
A discussion in a recent thread brought up an adept metamagic technique in SOTA:2064 (SR3) that looks kinda cool, at least for Bongo. Many of the magical toys from that book made it into Street Magic, but not this one. Looks like Bongo has some research to do!
It's called Virtuoso, and allows an artistically talented adept to generate a work of art that has magical capabilities. One aspect of this broad metamagic that might be useful on a run is the set of effects generated by performing a Performance Piece composed under the rules of the metamagic. Not only does performing it generate an Enthralling Performance, but also a Background Count attuned to the adept. The BC can be made quite hefty by a successful test during the creation, and the spending of extra karma. Imagine Bongo bringing down an astral barrier, or negating a spell, or disrupting a spirit... just by drumming.
Cool, or what?
First step is to find a GM for this group!
pbangarth
Jan 16 2011, 07:32 PM
I don't think you are waiting for me to do something.
pbangarth
Jan 17 2011, 02:21 PM
Spotty access to internet next couple of days.
Red-ROM
Feb 1 2011, 02:33 AM
okay, I'm looking for a decent restaurant to make reservations. Should I roll something?
pbangarth
Feb 1 2011, 03:10 AM
Sure, gimme a CHA + Con test.
Red-ROM
Feb 3 2011, 03:00 AM
cha+con(+2 nova coke and kinesics):
[4,2,6,3,3,6,4,3,5,4,2,4,1] = (3)
pbangarth
Feb 19 2011, 01:32 AM
Most of the play from now on will not involve Bongo. I'll use him sparingly to keep you up to date on background info. If you have things to share with him or questions, feel free to contact him.
Red-ROM
Feb 19 2011, 06:02 PM
old max is still around, just trying to stay at the same pace as the rest of the players.
pbangarth
Feb 26 2011, 12:50 AM
Is there anything I need to be doing to get the ball rolling?
Red-ROM
Feb 26 2011, 02:49 AM
You could set the scene at El Norte's or PM SleepIncarnate and see if she's still interested.
SleepIncarnate
Feb 27 2011, 08:25 AM
Sorry I haven't been checking the forums guys, I have less than a week here in my deployment, today is the last day of classes for this session and I had 2 very work intensive classes this time around. Also, issues back home trying to resolve where I'll be living when I get back and if I'll have any stuff (there was a glitch in the autopay for my storage shed and autopay got turned off, they're threatening to start auctioning off my stuff). Needless to say, it's been hectic. Things should be calmed down in about a week.
pbangarth
Feb 27 2011, 03:18 PM
OK, I'll whip up some info on the restaurant and maybe some other background info and feed it into the thread over the next week.
Come home safely, SleepIncarnate.
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