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JxJxA
Might as well roll 'em:

Uetz: Init(6) + Incr Ref(2) = 8d6 for 2 hits.
Quauhtli: Init(12) = 12d6 for 3 hits.

Round 1: Bio Building Breakdown
Uetz: Init 10, IP 3
Quauhtli: Init 15, IP 2
BishopMcQ
Are you guys proactively moving against Argent? If so, I need a Judge Intentions test to recognize that he's feeling mischievous since he hasn't said anything aloud. If waiting, I'll keep the initiative rolls there for when he does start playing.
JxJxA
I just figured he'd get a surprise round to head/run willy-nilly towards the building, but I'll toss some judge intentions dice.

Uetz: Int(3) + Cha(5) = 8d6 for 1 hit and a glitch. <===Good at scoring weed.
Quauhtli: Int(6) + Cha(6) = 12d6 for 5 hits. <===Good at spotting things.
Buddha72
Let me know when I catch up with them - at least 10 complex actions on my part to erase the summoning stain.
BishopMcQ
Any mischief from Argent? Die rolls from Uetz or Papa for their things? Otherwise I will press on tonight.
JxJxA
Well, if Quauhtli's Judge Intentions roll is enough to see that Argent is heading towards the bio building, she will alert Uetz and likely use her binding power on Argent to try and stop him. After that, Uetz will try to talk Argent down---if possible.
BishopMcQ
Perception tests from everyone please.
JxJxA
Perception rolls for:
Uetz: Int(3) + Perc(3) = 6d6 for 1 hit.
Quauhtli: Int(6) + Perc(6) = 12d6 for 5 hits.

Edit-Disregard the bioresearch tag on those perception roll notes, I misread the IC post and thought that was where we were looking around. x_x
Buddha72
D'zan
7d6.hits(5)=3

Leo
14d6.hits(5)=7
BishopMcQ
I'll post the results after Redjack and Fenris post their perception tests. If no tests go up by Tuesday I will roll for them.
Fenris
Intuition(4)+Perception(3) (7d6.hits(5)=3)
BishopMcQ
Roll for Papa [Intuition(4) + Perception(3) + Attention Co-Processor(2)] 9d6.hits(5)=2

IC post will go up after breakfast and some coffee. (Was up all night being kicked in the spine by a little one with croup.)
BishopMcQ
In order to be consistent, whenever there are negative modifiers I am simply removing dice from the end of your rolls.
Redjack
Thanks! Had not yet made it to the PC today for posts. (on a vacation day!!). Game on!
Buddha72
What skill rolls to identity the fey squirrels or anything else we're seeing?

We dropping into combat? devil.gif
BishopMcQ
Zoology, para zoology, magical theory, critter lore, awakened threats, etc.

Combat fully depends on you guys.
JxJxA
I'll vote for combat. I'll post an IC of Quauhtli filling Uetz in regarding the enemy, seeing as he's pretty certain that the troll in front of them is one mean hombre ready to pump some bullets into Argent and the rest of them. nyahnyah.gif
Redjack
Papa Smurf:
Initiative(11) [5,2,2,1,3,5,4,5,2,6,4]: 4 hits = 15 (3 passes)

Pass #1: (Attention co-processor)
Movement.
Simple action: Push Argent to the side
Simple action: Issue Command
Free Action: Speak
Free Action: Detect Active/Passive Wireless Nodes
BishopMcQ
Alright, since Papa is moving, let's have everyone else post their initiative rolls.
JxJxA
Round #1: Uetz: 8/3IP, Quauhtli: 15/2IP
Uetz: React(3) + Int(3) + Imp Ref(2) = 8d6 for 0 hits (and a 1 away from a crit glitch).
Quauhtli: React(6) + Int(6) = 12d6 for 3 hits.
Buddha72
OK rolls for D'zan

Parazoology
7d6.hits(5)=3

Magical Threats
7d6.hits(5)=3

Magical Traditions (in case I can figure out what tradition the caster might be)
7d6.hits(5)=3

D'zan's Initiative
13d6.hits(5)=6
Total: 19

Leo's Initiative
12d6.hits(5)=5
Total: 17
Fenris
Argent's Initiative
Initiative 11 (11d6.hits(5)=4)

And yeah, I was totally going to head for the Bio building XD
BishopMcQ
D'zan Knowledge rolls:
Parazoology -- Using Leo's sense link to see the other creatures, you suspect the lead animal is a "Bandit." Minor talents that have enhanced senses, higher luck than usual, and the ability to use simple tools. They are highly trainable by sapient critters and metahumans. The other raccoons appear normal. You don't know of any raccoon-like species that can create Concealment on their own.

Magical Threats -- There is some form of Concealment and sorcery at play. The Bandit has a spell on him. The difference in Concealments suggests that different effects are creating them. There are several sapient critters and spirits capable of producing Concealment. The spell is also likely from a sapient critter, metahuman, or spirit. Assensing will provide additional information about the effect and it's source.

Magical Traditions -- There isn't enough yet. If you can see an actual spirit summoned or a spell cast, you will be able to gauge more.

Initiative:
Enemy 1 -- 20 <<
D'zan -- 19, 4
Leo -- 17, 2
Enemy 3 -- 16
Quahtli -- 15, 2
Papa -- 15, 3
Argent -- 15 (IP?)
Enemy 2 -- 13
Enemy 4 -- 12
Uetz -- 8, 3

Fenris -- I'm going to need a Reaction test from Argent.

Redjack -- Because Papa was moving to interject, he can interpose and take the shot fully. A damage soak would still be rolled, but no Reaction test to dodge. The shot technically happens before your initiative.
JxJxA
@ Bishop: Did I lose one of my IPs because of the lack of hits? I should have 3 total with my Increased Reflexes spell and I didn't crit glitch... frown.gif
Buddha72
Sorry D'zan has 4 IPs and Leo has 2. Will post more tomorrow - 11 pm here and I have to get up at 5 am tomorrow. frown.gif
BishopMcQ
Edited above to correct my error and add the IPs for D'zan.
JxJxA
No worries, I thought I missed something in the rules about hits on initiative tests. nyahnyah.gif
Buddha72
Let me know when to post my actions but I think we're waiting for rolls in response to the Enemy's actions? Right?
BishopMcQ
Yep, waiting on Fenris and Redjack.
Redjack
QUOTE (BishopMcQ @ Nov 29 2011, 12:45 AM) *
Redjack -- Because Papa was moving to interject, he can interpose and take the shot fully. A damage soak would still be rolled, but no Reaction test to dodge. The shot technically happens before your initiative.
Yes. I'll soak it for Argent, unless the shot occurs before I can move. Then in that case, I will carry him to safety... or block for following shots while he dives to safety.
BishopMcQ
As a side note, Argent regenerates.

Redjack--please have Papa soak 13P, ap -3. If you have any allergies to Cold Iron, please apply them.
Redjack
Body(7) + FormFit(6) + Chameleon Suit(6) + Dermal(1) + AP(-3): [4,4,2,5,5,6,2,4,1,2,6,3,1,1,3,6,5] = 6 hits
Edge (4/5 remain) for reroll: [6,3,4,4,5,5,3,3,2,2,3] = 3 hits

Soak 4P.

Dang. Regenerates? Should have let him soak it...
JxJxA
@ Redjack: Once I get into cover, I should be able to help you with that. Healing is Quetz Mark II's specialty. smile.gif
BishopMcQ
D'zan is up, then Leo.

Initiative:
Enemy 1 -- 20
D'zan -- 19, 4 <<
Leo -- 17, 2
Enemy 3 -- 16
Quahtli -- 15, 2
Papa -- 15, 3
Argent -- 15 (IP?)
Enemy 2 -- 13
Enemy 4 -- 12
Uetz -- 8, 3
Buddha72
OK going to throw a Stunball at the raccoons to try and knock them on their collectives asses or at least stack up some penalties.

Stunball Force 8
11d6.hits(5)=7

WOOT!

Drain 5P (Using Centering)
15d6.hits(5)=5

Posted with a little emo-pixie flavor text. smile.gif
BishopMcQ
Initiative:
Enemy 1 -- 20
D'zan -- 19, 4
Leo -- 17, 2 <<
Enemy 3 -- 16
Quahtli -- 15, 2
Papa -- 15, 3
Argent -- 15 (IP?)
Enemy 2 -- 13
Enemy 4 -- 12
Uetz -- 8, 3

Leo is up.
Buddha72
Leo is going to use Engulf (Guidance type) on the lone shooter in the window.

Engulf
14d6.hits(5)=7

Base Damage 7S, ignoring armor and using Willpower instead of Body to resist damage.
BishopMcQ
Initiative:
Enemy 1 -- 20
D'zan -- 19, 4
Leo -- 17, 2
Enemy 3 -- 16
Quahtli -- 15, 2 <<
Papa -- 15, 3
Argent -- 15 (IP?)
Enemy 2 -- 13
Enemy 4 -- 12
Uetz -- 8, 3

Quahtli's up, then Argent. I posted the results of Papa's actions since he is on the same initiative pass as Quahtli and he took a bullet for the other team members.

Redjack--Before I forget, add 1 extra karma for diving in front of the shot.
JxJxA
@ Bishop: Makes sense to do that. smile.gif I was thinking about having Quauhtli aid me with sorcery to hopefully get Papa back in the fight. Does she have to be right next to me for that to work? She's still flying up in the air above us.

Edit---Dammit, I posted this before reading everything else that was going on. Fuuuuck that gunman.

Casting Manabolt at Force 7 at that grenade-popping fool:
Magic(6) + Spellcasting(6) = 12d6 for 2 hits. Edge reroll missed hits: 10d6 for 2 more hits. 4 hits total.
Resisting drain of 3P:
Willpower(6) + Charisma(6) = 12d6 for 4 hits.
BishopMcQ
Initiative:
Enemy 1 -- 20
D'zan -- 19, 4
Leo -- 17, 2
Enemy 3 -- 16
Quahtli -- 15, 2
Papa -- 15, 3
Argent -- 15 (IP?) <<
Enemy 2 -- 13
Enemy 4 -- 12
Uetz -- 8, 3

Argent is up. Please post your IPs with your action.
Fenris
[b]Bishop[\b], wanted to check before I posted the actual action. I want to move forward and engage the troll in the fountain in melee, but I don't know if I can get there and act this pass? Or if I'm going to have to move for a pass or two first?
BishopMcQ
To clarify, everyone but Uetz knows that the troll in the fountain is a holo projection. Presuming you have 1/2 IPs, you could reach the fountain this pass without spending a simple action to Sprint. More IPs would necessitate sprinting to reach him this IP. (the fountain is about 12m from the main group)
Fenris
Oh, my bad. I thought the projection went away and a real troll stood up. And 4IP's, for the record.
Buddha72
What knowledge rolls or skills to figure out what is going on with the orcs & the bounced spell?
BishopMcQ
Magical Theory
Fenris
Mrf. Just realized that I neglected to pick up Athletics, so if our illustrious GM doesn't mind, I'll toss a point into that now.

Athletics Roll - Athletics(1) + Strength (2) (3d6.hits(5)=0)

I'm personally sprinting for the group of orcs. If I get there and engage in melee with one of them, I'll do that. If not, I'll roll Athletics to increase my movement. My intent is to get within 5 meters if I can't melee, but no closer than 4...I want them to still have to move a bit if they're going to try and hit me. And if they're going to shoot, it doesn't matter anyway.

Buddha told me it was okay to puppet him a little, since he'd just forgotten about the sense link between him and Leo, and that he could talk as a free action.
BishopMcQ
Fenris--Argent will end about 5 meters away from the group. On your next pass, you should be able to close with a Charge action unless they close on you first.
BishopMcQ
Team--Anyone rushing to Argent before the beginning of Enemy 2's next pass will need to make the test for passing through suppressive fire.

Fenris--Please roll Reaction for two narrow bursts coming in at you.

Initiative:
Enemy 1 -- 20
D'zan -- 19, 4
Leo -- 17, 2
Enemy 3 -- 16
Quahtli -- 15, 2
Papa -- 15, 3
Argent -- 15, 4
Enemy 2 -- 13
Enemy 4 -- 12 <<
Uetz -- 8, 3
JxJxA
With people possibly dropping left and right, I'll put it to the group to help me pick my upcoming action. Originally, I was going to try and do a super-heal on Papa (Force 12 Heal Spell and have Quauhtli sustain the spell for whatever combat turns are necessary). When Q's last spell fizzling and some on-point legend info, I was going to try casting detect enemies to tell me where the hell the bad guys were. Now with grenades and bullets going off, I'm wondering if I should try to summon a guardian spirit one more time and telling it to protect us/kill them.

What do you all think? I am confused...
BishopMcQ
Papa only took 4 boxes of damage, take that into account when setting the force of your heal. That may change of course, before your next action, though I think force 12 is a bit overkill at the moment.

Detect enemies could give info, especially if you get a lot of hits. (more hits = more detailed info) Asssensing could also work, though it's a slower process.
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