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JxJxA
Cool. I was close to spending a point on rerolling the spellcasting test, but I figured a damage soak reroll or a heal roll would make for a better use of it.

Would Aztec Lore work on the Smoking Mirror check? I don't know if it is tied with specific gods or Aztec mythos, but if not then I'd guess it wouldn't work.
BishopMcQ
JxJxA--sure, go for it.
JxJxA
Actually, can I try it later? I forgot I'm still sucking 8 dice in penalties, and that's more than my dice pool. If it's back to the longshot, then I'll pass just in case I need that edge later. nyahnyah.gif
Buddha72
Magical Threats
7d6.hits(5)=3
BishopMcQ
Buddha--Magical Threats: The Smoking Mirror society is a very secretive group of mages in Aztlan. It is believed that they were behind some of the alleged blood sacrifices on ancient Aztec pyramids.
BishopMcQ
Initiative
Leo -- 18/1
Papa -- 13/2
Rene

Leo's action.
Buddha72
Flight (for the fancy flying if you needed a roll)
14d6.hits(5)=4

Heal Force 7 on Uetz
14d6.hits(5)=6

Drain 11 - 2: 9
14d6.hits(5)=6

Edge
8d6.hits(5)=3

Will be holding the spell for 18 Combat Turns.

As a side note posting with kids in your lap so such a great idea - my daughter thinks it's hilarious to back up my browser one page. frown.gif
BishopMcQ
JxJxA--Heal 6 boxes. (You'll get them back if Leo let's go of the spell before it's permanent.)

Redjack--You're up.
JxJxA
Cool, thanks Buddha smile.gif
Buddha72
Hey what are friends for. smile.gif
BishopMcQ
Would that be, letting him take a little more beating then releasing the spell so he takes the 6 boxes again? (I'd be worried if it was D'zan, Leo doesn't have the same callous nature though...)
Redjack
Is there a roll or something he can make to access the new knowledge?
BishopMcQ
Seems to be based on you thinking about it.
Redjack
Right on. I was unclear about the source of the vines and had a different impression about the disposition of the locket. That cleared up several things. wink.gif

Agility(6) + Automatics(3) + Spec[SMG](2) + Smartgun(2) + Wounds(-1) [2,4,5,6,5,4,2,5,5,4,3,1] = 5 hits

Short, narrow burst. DV7 + Net hits
BishopMcQ
Dropping out of combat.
Buddha72
OK can we just throw out actions or did you want more order to the ensuing chaos?
BishopMcQ
Basically go round-table, one action per person--but don't count IPs.
BishopMcQ
Redjack--Are you attempting First Aid, or just flavor until someone shows up with a medkit?
Redjack
Papa has first aid and medicine. I would like to perform first aid, but would like the extra dice from a medkit.. unless one is not available.
Buddha72
No med kit here at all - sorry.
Redjack
Since first aid comes before healing magic and there appears to be no first aid kit available, here goes.
Logic(4) + Analytical Mind(2) + First Aid(1) [6,4,4,1,4,6,6] = 3 hits
BishopMcQ
Remember that JxJxA made an OOC announcement that a R6 medkit was available in his room. There is also a -1 DP modifier for indoors, and a -2 for Magician.

Either cut off the last 3 dice, re-roll with modifiers, or if someone brings the medkit in add 3 dice instead of the 6 extras.
JxJxA
Sorry for not replying sooner. I am (hopefully) leaving for Busan, South Korea for work in about 9 days and need to get my stuff in order.

I tried to build a paramedic, but given my wound modifiers and the presence of my allergen, I would be sucking an additional -4 dice penalty even after Leo's healing. Alternatively, I have the stabilize spell if it looks Rene is dying right now. I can stabilize him, and I have a point of edge left for either an add to the roll or a reroll.
Redjack
Ok, didn't loose any hits, but didn't gain them either. And I realized I lost another dice for my own wounds.
Medkit(6) +Wounds(-1)+Mage(-2)+Indoors(-1) [1,3,2]

In case stabilize(2) is needed:
Logic(4) + Analytical Mind(2) + First Aid(1) + Wounds(-1) [2,1,4,4,2,4] = 0 hits
If required, I will spend an edge to pull it out of the fire:
[6,3,1,1,2,1] = 1 hit. I assume glitch is counted against all 12 dice, not just the last six?
BishopMcQ
Redjack--Yes, the glitch is against all the dice rolled. Since the test is the same, I'm going to use your first roll (with the dice for the Medkit) for the Stabilization test. The 3 hits is enough to stabilize Rene. No Edge was used since we didn't use those rolls.
BishopMcQ
Remember that characters take an additional box of damage every Body turns. It's been two turns for Etain...
JxJxA
Casting Stabilize on Etain at Force 5:
Magic(5) + Sorcery(4) + Power Focus(2) - Allergy(2) - Phys(1) - Stun(1) = 7d6 for 1 hit.

Bishop, how much overflow damage did she suffer? I need it for my resist drain roll.
BishopMcQ
Two boxes. Minimum DV of 1, it will take 2 combat turns for the spell to Stabilize her. If you have Edge, I'd recommend spending it.
JxJxA
Spending my last point of edge on a reroll for the same result.

Sorry, I'm pretty much at the nadir of my abilities. Well prepared trap was well prepared. x_x
BishopMcQ
Anyone else going to try?

Rolling Edge, you only re-roll the dice which weren't hits. Taking off the last die (extra rolled) you still earned one additional hit, which is all that was needed. Total of 2 hits, one for the spell and one to speed up the effect.
JxJxA
Okay, cool. I just thought it was a total reroll. Thanks! smile.gif
Buddha72
Going to post tonight - going for a big cast healing spell.
JxJxA
Could we teamwork it, or would that be a ritual spellcasting/tradition conflict?
Buddha72
We could do ritual spellcasting - Leo & D'zan have it - you? But keep in mind the drain is shared by everyone so you could get knocked on you ass at the end of it.
BishopMcQ
For Ritual Spellcasting, you need a Lodge (either permanent or temporary), Ritual Spellcasting skill (part of the Spellcasting skill group), and to all be the same tradition. Beyond that, if anyone has an Exclusive clause in their magical group, there may be personal ramifications for performing rituals outside of your group.

A ritual will take a number of hours equal to ( 12-Leader's Magic), but if you need LOTS of hits on a spell, that is the best route.

Another option for spellcasting, is to use a Bound Spirit (type appropriate to spell type) for Aid Sorcery--adds Force dice to your test. This can be done for either regular or ritual spellcasting and consumes one service.
JxJxA
Okay, yeah, I don't think a ritual is a viable option at this point.
Buddha72
Ok then the mighty Heal spell it is!

Heal Force 5 on Rene with Leo's help
15d6.hits(5)=8

Drain I have no idea at this point but I am committed to the action so bring it! Will finish my post when I get the DV I am suppose to be sucking from BishopMcQ.
Fenris
Am I still holding the astral locket?
BishopMcQ
Fenris--Yep. And it's still shocking you every now and again to be bothersome.

Buddha--12 base.
JxJxA
That reminds me that I have to make my resist drain roll on stabilize: Drain was 2 -2 = 1
Willpower(6) + Charisma(5) + Focused Con(1) - Allergy(2) - Phys(1) - Stun(1) = 8d6 for 3 hits.

I figured I could make it, but I could always end up crit glitching and watch gray matter start to leak out of my nose.
Buddha72
Drain 12 -2: 10 plus Centering
6,5,5,5,1,3,5,1,5,4,5,1 (8 hits)

Taking 3 boxes of stun bringing my grand total to 6 boxes and another -1 dice pool penalty. Invisible Castle wouldn't load so I did the roll old school sorry.
Fenris
I'm assuming I can astrally combat the damn locket since I'm holding it in my hand?

Astral Combat (0) + Willpower-1 (3) = 3
Astral Combat + Willpower (3d6.hits(5)=1)

Damage is 3 + net hits.
JxJxA
Casting Heal on Etain:
Magic(5) + Sorcery(4) + Power Focus(2) - Allergy(2) - Stun(1) - Phys(1) = 7d6 for 4 hits.

Again, this will likely hurt, but I hope it'll make it easier to heal via medkit.

Bishop, what is the DV? Also, do I apply stun/phys dice penalties to drain resistance tests?
BishopMcQ
JxJxA--You want to do First Aid before Magic, magical healing will seal the deal and she'll have to heal the rest normally.

That said, she has 12 boxes of damage. No, wound penalties do not apply to the soak test.
JxJxA
Okay, yeah. I'll do first aid first.
JxJxA
Edited above post to include first aid treatment.

First Aid Attempt:
Logic(3) + First Aid(2) + Medkit(6) - Allergy(2) - Stun(1) - Phys(1) = 7d6 for 4 hits.

So how would that affect stun?
BishopMcQ
JxJxA: First Aid--You are going to heal 2 boxes of damage, you can choose either physical or stun. Currently, Etain only has Physical damage. That puts her at 10 boxes of damage before the Heal spell, so you will need to soak a DV of 8 for Drain. Please be sure to announce the Force that you are casting your spells at. You have to decide before you cast, because it will determine the number of Hits allowed on the test, as well as, if the Drain is Stun or Physical.



JxJxA
Oops, I'm sorry. I meant to post Force 5 on the heal spell. I figured I'm going to be out for the count for a while, so might as well go for the gusto. I'll have it apply to phys damage.

Drain Resist 8 DV:
Willpower(6) + Charisma(5) + Focused Conc(1) - Allergy(2) = 10d6 for 7 hits. The trauma dampener takes care of that last one, so it looks like the dice gods are taking pity on me.
Fenris
so, can I get a quick tally for planning purposes? What's the current boxes of stun/physical each person is suffering?

D'zan?
Leo?
Uetz?
Papa?
JxJxA
I should be at one box of physical and three boxes of stun.
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