Sephiroth
May 28 2012, 04:17 AM
Surprise for Jovan: Intuition 6 x2 = 12d6 = [4,2,5,2,2,1,2,2,6,6,2,4] = (3)
Initiative: Intuition x2 = 12d6 = [4,5,5,2,6,5,5,3,4,1,3,4] = (5) sigh... Goes on 17, but is still surprised by the spirit
Rolls for the elemental, in case it feels like doing anything: Intuition 7(6) + Reaction 11(10) = 16d6 = [3,3,1,5,2,6,4,3,4,2,6,2,1,5,3,3] = (4)
Initiative: 16d6 = [2,5,2,1,1,5,5,5,2,5,6,6,1,2,3,1] = (7)
Saint Sithney
May 29 2012, 12:46 AM
No need to dodge on pass 1 since the spirit has used all its actions to show up [movement] materialize [complex] and make crazy talk [free].
Spirit goes on 17, so professor will be able to react to it as soon as it materializes. If you immediately warn the others of its appearance, then that could mean that, instead of them using their actions to continue doing whatever they were doing before the spirit showed up, they can choose to hold their actions so that they go first on IP2.
Holding an action from one pass to the next will void a pass for anyone with multiple passes, but it will give them priority on initiative.
Warlordtheft
May 29 2012, 01:38 PM
Zo's suprise check:14d6.hits(5) → [5,5,5,6,1,1,5,3,4,4,3,6,5,1] = (7)
http://invisiblecastle.com/roller/view/3540570/11 base+3 combat sense
Zoes initiative:
11d6.hits(5) → [1,5,3,6,4,2,4,1,1,5,3] = (3)
So he is at 14.
First simple action: Ready weapon(AK97),
Second Simple: 6 shot wide burst into the spirit:
Skills+Attributes 9 Dice + 2 for smartlink -5 for recoil + 5 for recoil comp
11d6.hits(5) → [5,5,1,5,4,1,1,2,3,2,2] = (3)
http://invisiblecastle.com/roller/view/3540573/Base damage: 7P, AP -2, 9P max.
I think I just wasted ammo...
Saint Sithney
May 30 2012, 11:56 AM
Spirit's reaction 3d6.hits(5) → [3,3,6] = (1)
2 net, so 9P -2AP fails to penetrate ItNW
I'm going to roll a composure test for Oswald.
9d6.hitsopen(5,6) → [5,1,2,4,3,1,5,4,2] = (2) even with edge, it's not looking good.
I'll say he uses IP 1 to run towards his car, ready his laser pistol and remotely tell his vehicle to open its door.
Sephiroth
May 31 2012, 01:37 PM
On IP 2, Jovan will attempt to Compel the spirit into immobility, since things will probably go a bit easier for us if the spirit is unable to dodge.
Magic 7(6) + Charisma 4 + Power focus 4(3) = 13d6 = [4,3,4,5,4,5,6,4,3,1,3,1,3] = (3) + 10d6 using an Edge to reroll failures = [4,6,6,2,5,1,4,1,2,5] = (4) = 7 hits total on Compulsion.
I'm AFB today. Could someone tell me the interval for tracking an astral link? I'd like to know whether it would be quicker and safer to try to eliminate the summoner than to slowly fill up the damage track of this spirit.
Warlordtheft
May 31 2012, 01:55 PM
Ist round of combat:
Initiative: 11d6.hits(5) → [4,1,2,6,1,6,2,1,1,4,5] = (3) =14 Initiative, 3 IP
http://invisiblecastle.com/roller/view/3543486/I'll wait to see if I'm attacked. If so, I'll dodge.
pbangarth
Jun 1 2012, 05:19 AM
QUOTE (Sephiroth @ May 31 2012, 09:37 AM)

I'm AFB today. Could someone tell me the interval for tracking an astral link? I'd like to know whether it would be quicker and safer to try to eliminate the summoner than to slowly fill up the damage track of this spirit.
One hour. I don't think that will help.
Notsoevildm
Jun 1 2012, 12:24 PM
Not sure if Ferret still has an action in the surprise round (which would be to run and hide behind nearest truck) or if you need initiative roll for first round of combat.
Run and hide: Agi 5 + Infiltration 4 =
9d6.hits(5)=3Initiative: Init 8 +
8d6.hits(5)=1 = 9, 1 pass
pbangarth
Jun 1 2012, 12:59 PM
I think Professor's exclamation was his action.
Saint Sithney
Jun 2 2012, 04:54 AM
QUOTE (pbangarth @ Jun 1 2012, 04:59 AM)

I think Professor's exclamation was his action.
Well, it was a free action at least. You've still got 2 simples or a complex if there's anything you want to do, like boost your agility, take aim or use heightened concentration. Called shot for damage could get you most of the way towards beating ItNW. Either way, it's your turn.
Spirit resists compulsion
12d6.hits(5) → [1,3,3,3,5,1,1,5,2,1,4,6] = (3)
w/ edge.
9d6.hits(5) → [1,4,2,2,6,3,6,5,2] = (3)
7 beats 6, so the spirit is immobile as long as Jovan sustains the compulsion. I'll assume that Jove held his action from pass 1 to pass 2 unless there was a pass 1 action Jove wanted to take that had no relevance to the appearance of the spirit (but which might have had relevance to Professor's warning.)
pbangarth
Jun 2 2012, 05:39 AM
QUOTE (Saint Sithney @ Jun 2 2012, 12:54 AM)

Well, it was a free action at least. You've still got 2 simples or a complex if there's anything you want to do, like boost your agility, take aim or use heightened concentration. Called shot for damage could get you most of the way towards beating ItNW. Either way, it's your turn.
7 beats 6, so the spirit is immobile as long as Jovan sustains the compulsion. I'll assume that Jove held his action from pass 1 to pass 2 unless there was a pass 1 action Jove wanted to take that had no relevance to the appearance of the spirit (but which might have had relevance to Professor's warning.)
OK, thanks. He's using Heightened Concentration to sustain the Increase [INT] on him. He'll Boost [AGI] {Shit. I forgot he has Boost [REA] as well. He could be really quick with the sustained INT of 9.} and go for a Called Shot. {Which is always fun to explain when shooting at a being with no real body parts.}
Simple Action 1: Boost [AGI]: Mag 6 + Power Focus 4 + Boost power 1 = 11 dice ==>
2 HITS ...pphhhttt!
AGI is now 5 for 4 Combat Turns.
Simple Action 2: Destroy spirit

: AGI 5 + Pistol 3 - Called Shot for extra DV 4 + Edge 3 { the only chance he has to do it!} = 7 dice, exploding 6s ==>
3 HITSDV = 5P + 4P + net(3) hits, AP -1
Hey, it -is- immobile.
Saint Sithney
Jun 2 2012, 12:42 PM
Just because it's a ghost, that doesn't mean it doesn't have weak points. It just means that its weak points are metaphorical...
Spirit soaks 18d6.hits(5) → [4,6,3,5,4,4,2,3,6,6,2,4,3,5,4,3,5,3] = (6) malevolent spirit likes killing tasks, so it'll edge to stay in the fight. 12d6.hits(5) → [5,6,1,3,1,4,1,3,6,2,3,3] = (3)
Spirit takes 3P is at -1 from wounds and has used 2 edge so far.
Spirit uses Elemental Attack on Professor 13d6.hits(5) → [3,4,3,1,6,5,6,3,3,3,2,1,4] = (3) Base damage is 6P +net -half AP resisted with impact armor.
pbangarth
Jun 2 2012, 09:45 PM
I think this is the first time in the whole campaign Professor has been hit!
He tries to evade the attack. (Pitiful mortal!) Unfortunately, he doesn't have REA boosted at the moment. Nor any further actions this Combat round to allot to Full Defense.
REA3 = 3 dice ==>
0 HITS ... well, at least not a glitch.
Soak damage: BOD 4 + half armor 4 = 8 dice ==>
4 HITS I think I better hang on to his remaining Edge points for now.
So... net damage is 5P. Ouch. Halfway to dying.
Hey... he's a thinker, not a fighter! But in this campaign clearly he better get tougher quickly.
Saint Sithney
Jun 3 2012, 01:29 AM
You could sacrifice your next action to go on full defense. It's an interrupt action.
Also, it's a good idea since you've got 4IPs and the spirit only has 2, and has already spent both.
You don't really have the edge to keep taking shots like the last one. Alternately, you could take 3 take aim actions over the next two passes.
pbangarth
Jun 3 2012, 04:00 AM
Professor only has 1 IP per Combat Turn. If he needs Full Defense he can initiate it next Combat Turn, but that will be all he can do. Which still might be a good idea! I assume going on Full defense includes diving for cover?
Saint Sithney
Jun 3 2012, 02:53 PM
It's just a complex action, so you could still take a free action next pass to run for cover.
I forgot that he had increase int. Thought it was F4 increase reflexes.
pbangarth
Jun 3 2012, 06:10 PM
Yeah, I've been waiting through the whole revolving door of PCs for someone who could cast that spell on him!
Sephiroth
Jun 3 2012, 07:55 PM
QUOTE (pbangarth @ Jun 3 2012, 01:10 PM)

Yeah, I've been waiting through the whole revolving door of PCs for someone who could cast that spell on him!
It's on my to do list for Jovan, actually. But so are False Impression, Masking, Physical Mask, knowledge: plotting, and Astral Combat, so I won't be able to get to it right away. You could always look into some of the more creative uses of Jovan's Levitate, though.
pbangarth
Jun 4 2012, 02:53 AM
I don't believe that the Living Focus power gives Professor the ability to control the spell. Only to sustain it. So while he could sustain the Levitate, he couldn't move himself around.
Saint Sithney
Jun 4 2012, 02:57 AM
I've been thinking about a karma pitstop. (it's been like 2 years with no character growth..)
In fact, I'd like to throw everyone 6 karma for securing the goods.
Things like spells, you'd still need a spell formula, but upping a skill or getting some specializations should be something you could do immediately.
pbangarth
Jun 4 2012, 03:40 AM
QUOTE (Saint Sithney @ Jun 3 2012, 09:57 PM)

I've been thinking about a karma pitstop. (it's been like 2 years with no character growth..)
In fact, I'd like to throw everyone 6 karma for securing the goods.
Things like spells, you'd still need a spell formula, but upping a skill or getting some specializations should be something you could do immediately.
Holy shit. Two years!
Grateful for this, Saint. I'll have a look at the
myriad ways I can improve Professor's survival chances. With the 2 points Professor got a while ago, this makes 8. Woohoo!...
.
.
.
... Now to live past the encounter with the spirit with the flaming whip.
Warlordtheft
Jun 4 2012, 01:47 PM
Thanks for the 6 Karma. Bought a 1 in infiltration since I needed that skill! (forgot it when making the PC

)
In any event since I didn't need to dodge on my first IP of the round:
Zo aims for the head (following professors lead), and shoots a long narrow burst.
9 (Skills and Attr)+2 (smartlink) -4 (called shot)=7d6
http://invisiblecastle.com/roller/view/3551121/7d6.hits(5) → [5,2,1,5,4,2,6] = (3)
Damage Max is 18P, AP-2, with ITNW comparison at 13 P AP -2 (ssuming no dodge).
pbangarth
Jun 4 2012, 02:26 PM
Professor: *plink*
Zo: *SLAM*
pbangarth
Jun 4 2012, 02:37 PM
Oh, I checked the list. I'd only be number nine. I'll edit my IC post. I'm trying to follow the colour guide at the top. I'll check again, because I thought that comment about number nine was coloured for in his head.
Saint Sithney
Jun 5 2012, 03:22 AM
Soaking 19P to the dome
17d6.hits(5) → [6,6,5,1,1,1,6,4,3,4,3,4,2,3,6,1,5] = (6) + edge reroll 11d6.hits(5) → [3,1,2,1,5,3,4,4,2,6,2] = (2)
Takes 11P +3P = disrupted spirit.
pbangarth
Jun 6 2012, 03:39 AM
Here's a roll for teamwork for the First Aid test Ferret would like to apply. Not sure which way would make it more efficient, but it seems most logical that Ferret would be the front man. I believe his kit is Rating 6, as is Professor's.
LOG 5 + First Aid 1 - damage modifier 1 = 5 dice ==>
1 HIT, so 1 extra die for Ferret.
Notsoevildm
Jun 6 2012, 08:59 AM
Ferret's kit is a crappy rating 3 one, so Prof's is better.
Logic 6 + Biotech 1 + First aid kit 6 =
13d6.hits(5)=8 - holy fuck! Even knocking off the threshold of 2 that's still 6 successes + 1 for the Prof interfering, sorry assisting.
Forgot that conditions here are at least Poor (-2) and that the Prof is magically active (-2). However, even knocking the last four dice off the roll, that still leaves 7 hits so he should be looking pretty good.
pbangarth
Jun 6 2012, 02:04 PM
Dude! You be da man! I'll post gratitude this evening.
Saint Sithney
Jun 9 2012, 01:47 PM
Legit burn treatments. In a matter of seconds, Professor is looking at a new coating of synth-skin that will break down as new skin grows in to replace it.
Notsoevildm
Jun 17 2012, 02:44 PM
Some rolls for Ferret
Looking for tool cabinet / finding hidden compartment:
Int 4 + Per 4 + looking 3 =
11d6.hits(5)=2Looking for traps:
Int 4 + Per 4 + looking 3 =
11d6.hits(5)=4 Examining boards:
Int 4 + Per 4 =
8d6.hits(5)=3Logic 6 + Electronics 4 =
10d6.hits(5)=1Hmm, he might notice they've been tampered with but nothing out the ordinary for the actual electronics
Installing boards:
Logic 6 + Electronics 4 =
10d6.hits(5)=4
pbangarth
Jun 18 2012, 03:53 AM
Professor looks for clues about timing of placements on or under the trucks.
INT 9 + Perception 5 + active looking 3 = 17 dice (don't know what other modifiers three are in effect, but you can reduce dice as you see fit, boss). Here are a few rolls (1 around, 1 under for each of 3 trucks):
HITS 6,5,6,5,4,4
pbangarth
Jun 19 2012, 12:12 AM
Did Big Daddy get the call off to the Bear Society?
Notsoevildm
Jun 19 2012, 01:09 PM
QUOTE (pbangarth @ Jun 19 2012, 02:12 AM)

Did Big Daddy get the call off to the Bear Society?
Didn't think we had matrix access here, just Oz's blimp acting as a wireless node for our commlinks.
Sephiroth
Jun 19 2012, 04:59 PM
QUOTE (Notsoevildm @ Jun 19 2012, 08:09 AM)

Didn't think we had matrix access here, just Oz's blimp acting as a wireless node for our commlinks.
Big Daddy mentioned that he was suddenly getting a wireless signal a little bit ago. He figured it was from some huge antenna in the area. Come to think of it, we should probably figure out what and where exactly that signal is coming from.
pbangarth
Jun 19 2012, 05:01 PM
Isn't that the antenna in the van we found? Fixed by Ferret, or Oz?
Notsoevildm
Jun 19 2012, 09:54 PM
@Saint: If there is a matix connection coming from somewhere, I am hoping Ferret will notice it when he does a scan for the truck's nodes. If he does, he will let the rest of the team know.
Saint Sithney
Jun 26 2012, 02:12 PM
In the right position, the blimp can provide spotty matrix access. Otherwise, Oz wouldn't have been able to call his Kull bombers.
Oz just moved the blimp back into that position once the warehouse had been successfully taken. So, basically, everyone is just bouncing their matrix traffic through the blimp back to Rusty's.
Also, sorry for the long absence.
Notsoevildm
Jun 26 2012, 02:54 PM
Glad to have you back.
Ferret wants to make sure the trucks aren't broadcasting that they've been stolen. Do I need to roll to hack the truck nodes or can we assume he gets in eventually and just roll a couple of edit tests to determine how good the edits are?
Edit rolls assuming he can access the nodes: computer 4 + edit 3 + hotsim 2 =
9d6.hits(5)=1, 9d6.hits(5)=2 - at least there are no zero's or glitches!
Sephiroth
Jun 27 2012, 10:34 PM
Scouting the perimeter (assuming it's an acre in size or less): Intuition 6 + Assensing 2 + Barren background illumination 1 + Devoid of aura noise (presumably) 2 + astral patrol for area 2,001 to 5,000 square kilometers 1 - background count 1 = 11d6 = [3,4,5,6,6,1,4,5,1,6,5] = (6)
Saint Sithney
Jun 28 2012, 03:39 AM
QUOTE (Notsoevildm @ Jun 26 2012, 06:54 AM)

Glad to have you back.
Ferret wants to make sure the trucks aren't broadcasting that they've been stolen. Do I need to roll to hack the truck nodes or can we assume he gets in eventually and just roll a couple of edit tests to determine how good the edits are?
Edit rolls assuming he can access the nodes: computer 4 + edit 3 + hotsim 2 =
9d6.hits(5)=1, 9d6.hits(5)=2 - at least there are no zero's or glitches!
They wouldn't be broadcasting since their Pilot/OS was provided by BDLL.
Warlordtheft
Jun 28 2012, 12:37 PM
Hey just wanted to let you know, my posting may be intermittant for the next week, as I'll be traveling.
pbangarth
Jun 29 2012, 04:07 AM
What a coincidence! I'm away to the cottage for the long weekend (here in Canada), and won't be near a computer till Monday night. Carry on the good stuff and I'll catch up then.
Saint Sithney
Jul 1 2012, 04:29 PM
That should give me some time to catch up with back posts and move us forward.
Sorry for stalling out.
Saint Sithney
Jul 1 2012, 05:07 PM
That should give me some time to catch up with back posts and move us forward.
Sorry for stalling out.
pbangarth
Jul 12 2012, 05:04 AM
Into the second year of play, and Professor still lives! Woohoo!
Warlordtheft
Jul 13 2012, 01:29 PM
FYI-St. The contact I am using:
Armorer (K-P) 2/3
Back Ground: K-P (Human--Middle aged male) is one of the armorers in Touristville. He runs a Weaponsworld Franchise that caters to the Wageslaves in Renton, Bellvue and Auburn. The shop tends to do a good bit of business selling cheap hold-outs to these folks. Met Zo through mutual frienships/contacts they had in the Cascade Crow tribe which occasiionally visit the shop to leave something.
For the ettiquitte roll on gathering info:
Total dice:6(1 from Ettiquette skill, 3 from attribute, and 2 from loyalty).
http://invisiblecastle.com/roller/view/3605669/6d6.hits(5) → [2,5,5,2,2,4] = (2)
PS: Are there two trucks or three? I thought there were three.
Sephiroth
Jul 14 2012, 01:03 AM
I guess I'll just go ahead under the assumption that Jovan didn't find anything unusual while he was scouting, then.
Warlordtheft
Jul 19 2012, 02:19 PM
oops, when posting forgot to mention ZO cast mind probe....

. I can fix or we can assume I just was perceptive enough to read Professors facial cringe when discussing his idea. That will teach me to respond by quoting text and just going off the text as quoted (an ignoring HTML tags).
pbangarth
Jul 19 2012, 03:32 PM
No problem. It adds a bit of mystery to the game!
Saint Sithney
Jul 20 2012, 04:13 AM
QUOTE (Sephiroth @ Jul 13 2012, 06:03 PM)

I guess I'll just go ahead under the assumption that Jovan didn't find anything unusual while he was scouting, then.
Outside there's few ghouls wandering around far from the warehouse starving to death.
There are also some areas where the mana gets worse and other areas where the quarters get close in.
I won't assume you went for the latter unless you say you're looking without concern for stirring up trouble.
Beside that, there's the map BD provided that Oz could use his architectural knowledge skills to decipher into directions to another sewer entrance passed the collapse, supposing you're still looking to get at Archer.
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