BishopMcQ
Oct 19 2011, 06:01 PM
I believe the plan before had been to spoof a set of IDs from students, then grab the goods. Exit strategies more than "kill them all and boost a car," would be developed based on what resistance is met.
I need to know the status of each individual and their commlink please.
JxJxA--are you in animal form, or wearing the coveralls? If animal form, what form and where are your clothes and gear in case of switching back? Remember that since it is after nightfall, the Tlacel is gone.
Fenris/Redjack--Disguised in coveralls I believe? Are you broadcasting your IDs, trying to stealth through in Hidden, something else?
Buddha--Is Leo materialized or in the Astral? Is D'zan astrally perceiving? Concealment on or off?
Buddha72
Oct 19 2011, 06:46 PM
Ok Leo would be in the Astral keeping D'zan informed on what he sees and I am there with my Concealment on. No commlink here since D'zan fries them anyway.
JxJxA
Oct 19 2011, 11:39 PM
Okay, let me do some casting before we go in, like calling another spirit. I'll put a post up in a bit with the spells. I think I'll start off with the coveralls and then shift to animal form if things get tricky.
JxJxA
Oct 20 2011, 04:34 AM
Bishop, how do weapons work with guardian spirits? I always get confused when I see the rules. Does the weapon come into existence with the spirit and then use the listed value, or is there something I'm missing?
Summoning Force 6 Guardian Spirit:Summoning Test
Conjuring(4) + Magic(5) + Power Focus(2) =
11d6 for 4 hits. Here goes nothing...
Spirit Resists:
Force(6) =
6d6 for 6 hits. ARE. YOU. FUCKING. KIDDING. ME.
Drain Resist:
Willpower(6) + Charisma(5) + Focused Concentration(1) =
12d6 for 4 hits. Edge rerolling misses
8d6 for 2 hits.
So thanks to the trauma dampener, I'm at 5P and 1S instead of 6P. Uh...medic?
BishopMcQ
Oct 20 2011, 05:31 AM
JxJxA--For Guardian Spirits, their Exotic Ranged Weapon skill is for the Elemental Attack optional power if you give them one. Otherwise, you can imbue them with the Natural Weaponry optional power which manifests as an axe, spear etc. based on tradition. If you give them a Longarms skill as an optional power, you need to hand them the rifle or let them find one from the area. Does that clarify things?
JxJxA
Oct 20 2011, 06:47 AM
Okay, I'm super pissed about stupid invisible castle. I've been saving up karma to bring Quauhtli out as an ally spirit, but I'm sitting on 31 karma and looking at a very poorly put together first character. If it's ok, I'm going to switch Uetz's initiation metamagic from allied spirit to centering(nahuatl chanting) (since it'll probably take me another year at this rate to get the karma and days to put Quauhtli together), and I'm going to spend some karma.
If I'm the medic, I should be good at first aid. I'm going to spend 7 karma to buy the spell Increased Logic and a first aid specialty on drain damage.
Resting for an hour:
Body(4) + Willpower(6) =
9d6 for 4 hits, stun is gone. (forgot to roll one)
Casting Increased Logic at Force 5:
Sorcery(4) + Magic(5) + Power Focus(2) - Wound Mod(2) =
9d6 for 4 hits...deja vu
Resisting Drain (5/2)-2= 0 so 1S for min
Willpower(6) + Charisma(5) + Focused concentration(1) + Centering(1) - Wound Mod(2) =
11d6 for 6 hits.
For all the marbles: First aid on Phys Damage:
Logic(7) + First Aid(2) + Specialty(Drain Damage)(2) - Wound Mod(2) =
9d6 for 1 hit, edge reroll for misses
8d6 for 3 hits. More acceptable.
So Uetz is suffering 1P before the run and has used 2 points of edge.
JxJxA
Oct 20 2011, 06:50 AM
QUOTE (BishopMcQ @ Oct 20 2011, 02:31 PM)

JxJxA--For Guardian Spirits, their Exotic Ranged Weapon skill is for the Elemental Attack optional power if you give them one. Otherwise, you can imbue them with the Natural Weaponry optional power which manifests as an axe, spear etc. based on tradition. If you give them a Longarms skill as an optional power, you need to hand them the rifle or let them find one from the area. Does that clarify things?
Yeah, that definitely helps a ton. I was wondering how the blades/clubs things worked, and natural weaponry makes perfect sense.
I'm posting while on a short break at work, but I'll try calling out a Force 5 spirit again before the run. Learned my lesson on overcasting for spirits... x_x
JxJxA
Oct 21 2011, 02:09 AM
Summoning a Force 5 Guardian Spirit:Summoning Test:
Conjuring(4) + Magic(5) + Power Focus(2) - Wound Mod(1) =
10d6 for 2 hits.
Spirit's Opposed Test:
Force(5) =
5d6 for 4 hits. Of course it does.
Drain Resist Test: 8S to resist.
Willpower(6) + Charisma(5) + Focused Conc(1) + Centering(1) - Wound Mod(1) = 12d6 for 3 hits. Of course. So, trauma dampener knocks off 1 so I'm at 4 stun.
Casting Increased Logic at Force 5:
Sorcery(4) + Magic(5) + Power Focus(2) - Wound Mod(3) =
8d6 for 5 hits.
Resisting Drain of (5/2)-2=0 for 1S
Willpower(6) + Charisma(5) + Focused Conc(1) + Centering(1) - Wound Mod(3) =
10d6 for 5 hits.
Using the medkit this time to treat the stun drain damage:
Logic(8 ) + First Aid(2) + Specialty(2) + Medkit(6) - Wound Mod(3) - Sustain(2) =
13d6 for 8 hits.
Okay, no more spirits. Letting the Increased Logic spell drop.
Casting Increased Reflexes at Force 2
Sorcery(4) + Magic(5) + Power Focus(2) - Wound Mod(1) = 10d6 for 1 hit. Good grief.
Resisting Drain (2/2)+2 = 3S
Willpower(6) + Charisma(5) + Focused Conc(1) + Centering(1) - Wound Mod(1) =
12d6 for 7 hits.
Trying this again:
Casting Increased Reflexes at Force 2
Sorcery(4) + Magic(5) + Power Focus(2) - Wound Mod(1) =
10d6 for 4 hits. Dumping the spell into my sustaining focus.
Resisting Drain (2/2)+2 = 3S
Willpower(6) + Charisma(5) + Focused Conc(1) + Centering(1) - Wound Mod(1) =
12d6 for 0 hits. Trauma dampener knocks it down to 2S, so...more first aid crap.
First Aid:
Logic(3) + First Aid(2) + Specialty(2) + Medkit(6) - Wound Mod(2) =
11d6 for 1 hit.
So I have a grand total of 1S, 1P before the run has even started. Sorry, guys, the dice just aren't working for me today. After this run, I'm thinking about getting the Resist Pain spell because this is getting redonkulous. x_x
With all that is going on, I'm just going to walk in with the costume and heal people if they get hurt. I'll toss out stunbolts/stunballs if necessary or provide some brute strength a la shapechange if stuff gets crazy.
JxJxA
Oct 21 2011, 04:20 AM
Those last two posts got kind of crazy, so I'll post answers to your questions here, Bishop:
Fenris, can you make a disguise roll for Uetz? I'm going to go in plain clothes and shapeshift only if there is trouble.
I have my gear (medkit, and commlink, but fake SINN only if necessary) in a simple backpack. My commlink is with me, but turned off. I'll turn it back on if we get separated, but it's stats are: Response 4, Signal 4, Firewall 4, System 4. If I have to shapeshift, I'll ditch the uniform and beg my group to grab my gear if I'm tiny, but I'll keep clutching my power focus.
Argh, now that I've been playing this for a bit with a few other games, I'm so angry at how poorly I built this character. u_u,
Fenris
Oct 23 2011, 05:49 PM
The goal is bouncing frat houses off each other, if possible.
So, uh...is the slowly moving figure moving slow enough to be suspicious? Anything that would give someone that doesn't have the summoning skill or Magic background knowledge pause and reason to inspect more closely?
BishopMcQ
Oct 23 2011, 07:04 PM
Anyone who can astrally project, or has Astral Perception and a Magic Background, can tell the figure is not moving at the full speed of astral forms. It is moving at a speed where it can observe what is going on around it.
JxJxA
Oct 24 2011, 02:01 AM
Bishop let me rebuild Uetz so I've got the dice pools to be the medic/shapechanging nahualli that I originally intended to make.

I'll update my Cast of Shadows link in a bit with Uetz Mk II, but here's the new build below. I'm going to put up an IC post to explain the changes.
I'll also throw up a post with my gear (I'm on a break at work right now), but I'm probably running at least with my Fake SIN, my medkit and its supplies and refills, my smartpack, all three foci, the formfitting half-body suit under the coveralls, and my commlink [New stats: Erika Elite running Novatech Navi, Response 4/Signal 4/Firewall 6/System 6, Skinlink, Biometric Lock, Personality Software, Trodes, Sim Module]. If others are packing heat, I'll bring my gun. I just don't want to set off any alarms and blow the run.
Uetzcayotl Tlaloc Mark II[ Spoiler ]
Build:
Starting Resources: 400BP + 200 Karma + 100,000 Nuyen
Earned Resources: 64 Karma (11 Karma remaining)
Race: 0 BP
Human
Essence: 6.000/6
Attributes: 240 BP + 65 Karma
Basic Attributes: 190BP + 35 Karma
Body 4: 10BP + 35 Karma
Agility 3 20BP
Reaction 3: 20BP
Strength 3: 20BP
Charisma 5: 40BP
Intuition 3: 20BP
Logic 3: 20BP
Willpower 5: 40BP
Basic Initiative: 6, IP 1
Special Attributes: 50BP + 30 Karma
Edge 3: 10BP
Magic 6: 40BP + 30 Karma
Qualities: -5BP
Positive Qualities: 30BP
Magician: 15BP
Mentor Spirit (Eagle): 5BP
Restricted Gear x2: 10BP (Power Focus(F4) and Sustaining Focus(F5))
Negative Qualities: -35BP
Pacifist: -5BP
Enemy(Lvl4): -20BP
Incompetent(Hacking): -5BP
Gremlins(1): -5BP
Skills: 112BP + 16 Karma
Active Skills: 112BP + 36 Free BP + 14 Karma
Spellcasting 6(Specialty: Health Spells): 24BP + 2 Karma
Counterspelling 3(Specialty: Combat Spells): 12BP + 2 Karma
Ritual Spellcasting 1: 4BP
Summoning 4(Specialty: Guardian Spirits): 16BP + 2 Karma
Binding 2(Specialty: Ally Spirits): 4BP + 6 Karma
Arcana 1(Specialty: Ally Spirit Formulae): 4BP + 2 Karma
Assensing 2: 8BP
Perception 3: 12BP
Dodge 3: 12BP
First Aid 2(Specialty: Drain Damage): 8BP + 2 Karma
Pistols 1: 4BP
Etiquette 1: 4BP
Language Skills: 16 of 36 Free BP
Spanish N: Free
English 5: 10 Free BP
Nahuatl 3: 6 Free BP
Knowledge Skills: 20 of 36 Free BP
Design(Spell) 2: 4 Free BP
Astral Research 2: 4 Free BP
Hangouts(Safehouses) 3: 6 Free BP
Aztec Lore 3: 6 Free BP
Contacts: 17 BP
Talismonger(Guillermo de la Cruz, L5/C4): 9BP
Street Doc(Humberto Caballero, L4/C4): 8BP
Magic: 7BP + 172 Karma
Spells: 3BP + 65 Karma
Stunball: 3BP
Stunbolt: 5 Karma
Detect Enemies: 5 Karma
Shapechange: 5 Karma
Heal: 5 Karma
Stabilize: 5 Karma
Resist Pain: 5 Karma
Increase [Willpower]: 5 Karma
Increase [Logic]: 5 Karma
Increase Reflexes: 5 Karma
Clairvoyance: 5 Karma
Antidote: 5 Karma
Cure Disease: 5 Karma
Orgasm: 5 Karma
Foci: 4BP + 16 Karma
Power Focus(F4): 4BP
Sustaining Focus(Health, F5): 10 Karma
Sustaining Focus(Health, F3): 6 Karma
Initiation: 18 Karma
Lvl 1(Group, Ordeal-Oath, Metamagic-Centering(Nahautl chanting)): 8 Karma
Lvl 2(Group, Ordeal-Deed, Metamagic-Ally Conjuration): 10 Karma
Ally Spirit-Quauhtli: 73 Karma
Type: Materialization
Force 6: 48 Karma
Forms 2(Human Female, Eagle): 2 Karma
Additional Powers (Elemental Attack, Binding, Guard, Search, Natural Weaponry, Concealment, Flight): 5 Karma
Additional Skills(Exotic Ranged Weapon, Spellcasting): 10 Karma
Spells(Shapechange, Manabolt): 8 Karma
Gear: 29BP for 145,000 Nuyen + 100,000 Nuyen = 245,000 Nuyen, 228795 spent with 15,705 remaining
Running Gear:
Power Focus(F4): 100,000
Sustaining Focus (Health, F5): 50,000
Sustaining Focus (Health, F3): 30,000
Custom Form-Fitting Half-Body Suit(Biomonitor, Auto-Injector, Skinlink, Non-conductivity Rating 3): 3350
Custom Lined Coat(Fire Resistant Rating 3, Inuslation Rating 3, [still thinking of something for the last 3 spots]): 1450
Street Clothes: 50
Custom Colt Gov't 2066(Smartgun Sys, Gecko Grip, Adv. Safety Electro-Shocker, Skinlink, Extended Clip, Improved Range Finder): 3150
Concealable Holster(Custom Colt 2066): 75
180 Gel Rounds(Custom Colt 2066): 540
10 Clips (Custom Colt 2066): 50
Fake SIN("Jose Gonzalez," Rating 4): 400
Medkit (Rating 6): 600
10 Medkit Supplies: 500
3 Trauma Patches: 1500
Customized Goggles(Vision Enh Rating 3, Smartlink, Ultrasound, Thermographic): 2200
Customized Earbuds(Audio Enh Rating 2, Spatial Recognizer): 330
Customized Commlink(Erika Elite running Novatech Navi, Response 4/Signal 4/Firewall 6/System 6, Skinlink, Biometric Lock, Personality Software, Trodes, Sim Module): 8600
Magical Lodge Materials(Set up at home-Rating 6): 3000
2 Conjuring Materials(Rating 6): 6000
Talislegger's Kit: 100
Pocket Mage Library(Rating 3): 1800
4 Certified Credsticks: 100
Smartpack: 500
Lifestyle: House with the group: 15,000
JxJxA
Oct 25 2011, 11:48 AM
Okay, making a few rolls:
Quauhtli is going to make an assensing roll on the incoming astral signature:
Intuition(6) + Assensing(6) =
12d6 for 5 hits.
Uetz is going to cast Resist Pain on his wounds, and then cast Increased Willpower and Increased Reflexes:
Resist Pain at Force 2 (only need 2 hits):
Magic(6) + Spellcasting(6) + Specialty(2) + Power Focus(4) =
18d6 for 6 hits, only 2 count to eliminate the 2 boxes of wound modifiers.
Drain: DV(2) - 4 = -2, so 1S min:
Willpower(5) + Charisma(5) + Centering(2) =
12d6 for 2 hits.
Increased Willpower at Force 5:
Magic(6) + Spellcasting(6) + Specialty(2) + Power Focus(4) =
18d6 for 5 hits. Popping it into my F5 sustaining focus.
Drain: (5/2) - 2 = 0, so 1S min:
Willpower(9) + Charisma(5) + Centering(2) =
16d6 for 4 hits.
Increased Reflexes at Force 3:
Magic(6) + Spellcasting(6) + Specialty(2) + Power Focus(4) =
18d6 for 6 hits, only three count. Popping it into my F3 sustaining focus.
Drain: (3/2) + 2 = 3S
Willpower(9) + Charisma(5) + Centering(2) =
16d6 for 4 hits.
BishopMcQ
Oct 25 2011, 01:53 PM
Quahtli--The approaching astral form is an Awakened mortal, healthy, no implants, has a magic of 7 and an Essence of 6. It is annoyed and has multiple other auras within it's astral form, which appear to be foci.
Redjack
Oct 26 2011, 02:17 AM
Browse(6) + Data Search(4) + Mnemonic Enhancer(2) - Search for staff
- Uetz
[1,4,4,5,6,5,4,5,2,4,4,1] = 4 hits
- Argent
[2,1,3,5,1,5,5,3,5,1,6,5] = 6 hits
- Papa
[3,6,5,2,3,5,3,5,3,5,5,2] = 6 hits
Edit(6) + Software(4) + Mnemonic Enhancer(2) - Update Schedule
[4,2,6,3,1,5,3,1,5,1,3,1] = 3 hits
Edit(6) + Software(4) + Mnemonic Enhancer(2) - Create Backdoor
[1,4,6,1,5,2,1,5,2,4,4,5] = 4 hits
Edit(6) + Software(4) + Mnemonic Enhancer(2) - Edit Logs
[6,5,3,5,2,3,4,4,3,6,3,4] = 4 hits
BishopMcQ
Oct 26 2011, 02:39 AM
Redjack--What is the rating of your stealth program right now? Can I get the active programs you have running?
Redjack
Oct 26 2011, 02:53 AM
Stealth(6), Browse(6), Biofeedback(3), Edit(6), Spoof(6), Analyze(6)
Buddha72
Oct 26 2011, 05:59 AM
OK I am a little confused - are we all standing together right now in the IC thread?
JxJxA
Oct 26 2011, 08:38 AM
My understanding from the IC description was that we were standing together. If not, then I'll edit my post.
BishopMcQ
Oct 26 2011, 01:34 PM
Yes, everyone is standing together. You are about fifteen meters into campus proper. There is a small parking lot behind you, then the street. Buildings are on either side, roughly ten meters to your right and left. The Bioresearch building is about seventy meters down the walkway. There are several other buildings on the right and left in that distance, but it is primarily an open promenade.
Looks like there have been several actions taken by Uetz and Papa. Argent and D'zan need some actions and I'll move the group along.
BishopMcQ
Oct 26 2011, 01:53 PM
Redjack--The Backdoor and Edit Access Log actions didn't happen before the connection was dropped.
Buddha72
Oct 28 2011, 03:49 AM
Ok so D'zan is going to put spell defense on the group and Leo as well with I think Leo taking the lead. I can't seem to open my character file right now since I updated OS on my desktop and need to get a new word processing program.
JxJxA
Oct 28 2011, 09:25 AM
While we're waiting, Quauhtli will use Concealment on the group to hopefully hide us from the incoming astral presence.
Fenris
Oct 30 2011, 02:32 AM
I just wanted to clarify, since I got some dissonance reading the threads. Jxjxa's post makes it sound like he was summoning at home, with his bed and bathroom nearby. BishopMcQ's post talks about him setting his medkit on the ground, which seems more like it was done on campus. Where did all the summoning happen?
Second, tossing out the disguise roll JxJxA had asked for, for some reason I thought you were going as a snake or a monkey or a bird or something
Intuition(4)+ Disuise(2) (6d6.hits(5)=2)Not outrageous, but they've got to have a reason to roll, first, for what that's worth.
BishopMcQ
Oct 30 2011, 02:33 AM
The summoning all happened on campus. I gave the last call, then moved you to campus, the summoning happened after that.
Fenris
Oct 30 2011, 02:50 AM
Okay, good to clarify.
Second question...how much time do I have before the figure gets close enough to be able to start assessing? And JxJxA, do you have masking?
I'm trying to figure out if we can lower the number of freaky magical shit in the party. Maybe have D'zan take off, mask James, and have me switch my signature to James's and mask it so I look like an Astrally perceiving mortal, and claim we summoned the spirit as part of an undercover investigation on campus? Or, we can just jump him and hope we take him out before he fries us with a Force 14 stunball or something.
BishopMcQ
Oct 30 2011, 03:08 AM
It was capable of assensing when it came within visual range, if it saw you. By the third action, it will be close enough to do it without any penalties if it has not already assensed members of the party. Uetz does not have masking.
Remember D'zan had his self-concealment up before the astral entity arrived. Concealment helps prevent you from being seen, so he may not have been seen. If the entity had already perceived you, Quauhtli's concealment would not help. If you haven't been seen yet, it will.
If the team is going for the sucker punch to try and take him out first, let me know.
JxJxA
Oct 30 2011, 03:20 AM
@ Fenris: I don't have masking. Centering and Ally spirit are my two metamagics so far.

@ Group: I vote sucker-punch. I can try casting a Force 6-8 Orgasm spell to hopefully sap his dice pool.
BishopMcQ
Nov 3 2011, 01:32 PM
Alright if we're going for the sucker punch, roll Initiative (bonuses to Surprise Tests add in). D'zan receives +6 dice, everyone else receives +3.
JxJxA
Nov 3 2011, 04:38 PM
Yay, fighting!
Uetz: Init(6) + Incr Ref(2) =
8d6 for 1 hit +
0 hits. Slow nahualli is slow.
Init 9, IP 3
Quauhtli: Init(12) + Surprise(3) =
12d6 for 4 hits +
1 hit.
Init 17. Uh, how many IPs do ally spirits get? Is it 2 like with regular spirits?
Blargh, forgot to add in the surprise dice, so that's the extra tag added after the first total.
Buddha72
Nov 4 2011, 06:07 AM
D'zan17d6.hits(5)=8Init 11 (+6: 17)
IP 4
Fenris
Nov 5 2011, 07:32 PM
BishopMcQ
Nov 6 2011, 04:41 AM
Alright, since Papa can't see the Astral right now, let's roll with the Surprise Round.
D'zan - 8
Argent - 6
Quauhtli - 5
Buddha72
Nov 7 2011, 06:05 PM
Casting Stunbolt at Force 9 at the approaching astral form with
Leo's assistance.
Stunbolt Force 918d6.hits(5)=9Drain 3 using Centering
15d6.hits(5)=7Let me know if I fucked anything up - at home sick with what my daughter had last week. Ah the joys of fatherhood.
BishopMcQ
Nov 7 2011, 07:51 PM
The astral form has been disrupted. Actions?
Buddha72
Nov 7 2011, 11:34 PM
Ok D'zan is going to start erasing the signature from the stunbolt.
BishopMcQ
Nov 7 2011, 11:53 PM
Takes 9 complex actions, so 3 Combat rounds to erase the signature. What's everyone else doing?
JxJxA
Nov 8 2011, 01:08 AM
I've got a question on astral forms. Does the spirit materialize with any type of clothes, or just a set appearance. If Quauhtli can materialize wearing a similar uniform to us, she'll stick around in the material plane. If not, she'll dematerialize and hang follow me in the astral.
I think the only part of our plan that got altered is the timeline. We're in GTFI and GTFO mode now, no dilly-dallying allowed.
Buddha72
Nov 10 2011, 07:16 PM
Ok - I think I am just making sure I don't fuck things up but fuck it! Let's start with the chaos!
D'zan will erase the signature then take off for the fraternities with
Leo using Movement and Concealment on us to move things along. When he arrives he is going to summon a Spirit of Man with
Leo's help and using Centering to help with the drain.
Spirit of Man Force 1018d6.hits(5)=8Spirit's Force10d6.hits(5)=4Net: 4
Drain 8P15d6.hits(5)=5Edge Reroll10d6.hits(5)=6All good it seems. Going to spend the Complex Actions to erase the signature and to make sure things get going as they should.
Buddha72
Nov 10 2011, 08:53 PM
Ok forgot a few things like the optional powers the spirit would have:
Fear
Movement
Innate Spell: Trid Phantasm
It's going to use Influence to kick the party into overdrive, Concealment & Movement on itself and then Trid Phantasm to fuel the orgy/party going on. Does that make sense? That should cover the 4 services I scored on the summoning test.
BishopMcQ
Nov 10 2011, 11:53 PM
Fenris--Composure Test please.
Team--What are you doing while D'zan wreaks havoc with the locals?
JxJxA
Nov 11 2011, 12:07 AM
I know this is a silly question, Bishop, but how do forms work for the spirit? If I pick a human female form, do I have to select her clothes, does she have to get dressed, or can she choose her wardrobe each time she materializes?
I couldn't find an answer in the books.
BishopMcQ
Nov 11 2011, 01:20 AM
I'm willing to be a little flexible on the forms. She can make minor changes to the attire, but can't go from formal evening wear to a set of coveralls. Basically, it comes down to the realistic form power taking hold on a specific form. Additional forms have a minor cost. Astrally, the spirits form is more mutable,based on the summoner's will and vision.
JxJxA
Nov 11 2011, 01:40 AM
@ Bishop: Cool, I was just afraid that she would end up popping in naked like a terminator. So it could be like typical street clothes? I was thinking about having her materialized with us, but I think it might be smarter just to have her tag along in the astral.
@ Buddha: Is there a way to minimize spirit summoning drain from 2xhits to just hits/net hits? If so, I NEED TO KNOW HOW!
Buddha72
Nov 11 2011, 02:59 AM
Nope no way in hell - that's me having a cold for the last week, down a dad and on cold meds. I will edit the above post to correct the error.
JxJxA
Nov 11 2011, 03:51 AM
Crap, I was hoping it was possible. x_x When you get back, I'll patch you up.
Fenris
Nov 12 2011, 03:20 AM
Composure Test (We may end up wreaking a lot more havoc here then intended...I didn't realize the book was in the biology division ><):
Willpower(4) + Charisma(5) (9d6.hits(5)=2)
BishopMcQ
Nov 12 2011, 04:24 AM
Fenris--The book is not here, you just had to walk past this building. You failed the Composure test for the Vendetta, so please act accordingly.
JxJxA
Nov 12 2011, 04:27 AM
Oops, let me edit my IC post because I thought the book was in that building. I'll wait for Quauhtli to dematerialize once we have to go inside somewhere.
BTW, Bishop, should Redjack, Quauhtli and Uetz roll initiatives? I know that Uetz is not going to want any additional attention, and is going to try and stop Argent. I'm not planning on PVP, but just a way to stop him and talk him down before he blows our cover.
Redjack
Nov 14 2011, 03:52 PM
Ughhh .. RL continues to burn my soul away. Made it to ShaunCon on the week end though, so there was a bright spot of reclamation in my battered soul. I played or ran 3 games a day so no time for anything else. On the bright side, I mostly ignored work and all other aspects of life taking a few days with the wife to game.
Initiative(11)
[6,4,6,3,5,6,3,5,2,3,3] = 5 hits = 16 (3 passes)
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