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Seth
Sorry sabs I probably explained badly in that post.

If possible I'd like a set of rolls like Pbangarth did:
Die rolls for four initiatives / attacks / dodges for:
  • Snake headed guard throwing spear,
  • Jester throwing flaming knives,
  • Jester throwing chamber pot,
  • Guest throwing snakes

With invisible castle its as quick to four as one.

You got a good assenssing / perception roll.
Wierd things are happening, the jester threw 5 knifes in total, 5 coming for you, but you saw Mandala get hit by one too...really wierd. The chamberpot was thrown at you, but mandala get hit as well...wierld.

sabs
Yeah :) except my firewall doesn't do invisible castle. And I'm going to be away from computer for 5 days starting in 30 minutes.

I'll do it now. Just have to find my earthdawn era char sheet.

4 Initiatives:
1) 1 2 2 3 2 5 2 6 (2) hits: 12
2) 5 1 1 5 4 1 1 2 (2) hits: glitch! 12
3) 3 4 4 1 4 5 5 6 (3) hits: 13
4) 6 1 2 1 3 5 3 5 (3) hits: 13

Dodge: 7d6

1) 6 5 5 4 6 6 3 (5) hits
2) 6 2 3 5 6 6 2 (4) hits
3) 4 1 3 2 2 3 3 (0) hits
4) 5 6 3 3 5 5 5 (5) hits

(oooookay, I'm mr superdodge..except when not)

I have 17/17 armor though :) if that helps.. not sure how you wanna rock with that.
I already did the assensing rolls.

Far as I know, I only have the one IP.. so I am running like the wind in my armor :)
Seth
Just roll some old fashioned die if its quicker. And have a good weekend!
Alyena
@ Seth

Ouch, that's nasty! Lets see how much I can knock off that.

Shield (5) gives 8 mystic armour, Blood Pebble gives 3, Body 4 = 15 dice: 4 successes
Using a dream point to roll 'edge' which gives: 2 successes

Total of 6 leaving 6 damage. Will activate a Blood Charm, Absorb Blow, this takes the hit and has 6 points left.

This leaves me unharmed but down to 6 Dream points.




Sephiroth
QUOTE (Seth @ Sep 1 2011, 02:18 PM) *
  • The heads do a base 12P damage, only mystic armor helps: think Piranha attack.


@Fearghas
Good thing you avoided the heads: see Alyena above. Don't forget the bad luck roll (mu ha ha)
And yes Boris was hassled by the heads, he knew they were coming and avoided them
Levitate on the ceiling is where it is at to avoid them
Summary: You avoid the lot.


Go get them! The thrown weapons can be parried if you are up close, so Counterstrike absolutely applies. The first one rolls 4 successes on its defense (you think it used a bit of avoid blow), but I suspect that will not be enough.

Don't you laugh at me, I'm still traumatized by what happened with the ward experience. nyahnyah.gif 1d6 = 3 *breathes a sigh of relief*

That head damage is pretty terrifying, actually. Really glad I avoided those. Are you getting your Horror on, Seth? This is getting pretty dangerous. wink.gif

Full parry, presuming that Fearghas got his weapon readied when the heads and stairs started attacking him: Reaction 3 + Blades 4 (5) (+2 Spears) + Blades 4 (5) (+2 Spears) + Combat Sense 5 + Magical bond tacnet 1? = 23d6 = 6 hits. 2 net hits in the parry. Now, to Counterstrike the guard's strike: Agility 5 + Blades (Spears) 7 + Reach 2 + Foci 2 + Counterstrike 1 + Parrying net hits 2 + Tacnet 1? = 20d6 = 8 hits + 2 auto successes from Melee Weapons talent. So that's 6 net hits, also done in fire damage.

Now, to use Finishing Move on the man as an interrupt action for extra pwn: Agility 5 + Blades (Spears) 7 + Reach 2 + Foci 2 = 14d6 = 5 hits.


I do believe he hath been burned. *crack-fizzle*

Please keep in mind that this is not a DnD mentality of mine. The only two games I've played of that game were with a sorcerer intended for a mastermind planner sort of role. I just haven't played a combat-oriented character in SR before. I'm enjoying this. rotate.gif
Seth
QUOTE
Are you getting your Horror on, Seth? This is getting pretty dangerous

TY. I am trying to make it so. Wait until someone gets hit with the spears ork.gif

Have to love finishing move. The guard goes down. The other guard runs through the door that has already opened. You are close enough to see that daylight is streaming into the children's nursery that he ran into. You can follow him if you want, although the door closes behind him.
pbangarth
QUOTE (Seth @ Jul 24 2011, 03:46 PM) *
In the starting embassy ball you will be allowed dress armor, armor you cannot remove, and belt weapons (weapons that fit on your belt).

What armor rating is this armor? I want to use it to help resist the fire damage from the dagger.
Seth
Equipment spreadsheet

Hardened leather armor is free, and would give you 5 pts of physical armor. Mundane shields/bucklers (I just added them) are also free and add 2 or 1 physical armor. Even if you are mostly in spirit form, they are worth dragging around.

Good thing you dodged/deflected most of the daggers. You might almost think someone is trying to kill you.
Aria
QUOTE (Seth @ Sep 1 2011, 08:18 PM) *
@Aria
  • Air sailor speed noted. You are getting pretty good performance out the Storm Swift. You are close to being the fastest thing sailing with these winds.
  • Air sailor for avoiding: Only four of the twenty or so of the rising ones get a chance to throw grappling lines at you. Your speed and maneuvering avoided the worst of them.
  • Two of them are behind you, and you are towing them: all they are doing is slowing you down.
  • One of the boats has managed to board you. Can you roll initiative for your marines (or yourself if you are going to deal with it personally) the 10 crazed civilians are racing onto the boat, and chopping at lanyards, sheets and sails.Your marines are 8 die people. The bloodcrazed civilians rolled crazy well on their initiative and are initiative 13. Surprise is not relevant
  • One of the boats is trying to ram your sails. Air sailor roll to dodge please. You can roll this yourself, or get your master of arms to do it if you want to deal with the civilians ork.gif The master at arms get 10die IIRC. You need 5 successes. If not, a soak roll for the boat (its stats are available from the interesting links below). The damage will be 12P minus any rolls on the air sailor dodge roll, minus any successes on the soak roll.


The second post holds interesting links, and one of those is this one for information about drain.


I noted from the link to the Storm Swift stats that Misra is down as First Mate – I am making the assumption that she is in fact the Master at Arms in charge of the marines and that the First Mate would be an air sailor in charge of the ship?!? If that’s not ok then just let me know and I’ll tweak my IC post

Proposed actions:
Shift to drake form before they arrive and buff my agility – I’m death on wings to half crazed civilians (and they are only Therans after all) ork.gif I will lift off and attack the ship trying to ram our sails as we don’t have cannon pointing in that direction I suspect nyahnyah.gif Assuming it’s a wooden vessel then it should burn quite nicely devil.gif
  • Initiative 15D [3IPs] = 4 hits = 19
  • Agility Attribute Boost 10D = 1 hit nyahnyah.gif
  • Drain 12D = 4 hits [no drain]
  • Attacks 3x 15D + Attribute Boost = 5 hits, 5 hits & 3 hits [9P, AP-, Elemental Effect: Fire ˝ Impact Armour]

Allow the First Mate to take command of the Storm Swift (it’s his job after all so assume he’s a 10D commander too?!? Any chance he has the air sailor power for 1 auto success?)
  • Air sailor dodge 10D = 3 hits (+1 auto?)
  • Soak 30D vs. 9P (or 8P with auto success) = 13 hits [no damage]

Master at Arms [Misra Gallowglass - Swordmaster] will take command of the marines
  • Marines initiative 8D(?!?) = 0 hits = 8
  • Attacks on boarders 10x 8D = 2, 2, 2, 5, 2, 4, 1, 1, 3, 2 hits (assuming the others are manning the cannons or waiting on other parts of the Storm Swift)

Run out the fire cannons – stern chasers to blow off the ones grappling from behind, side batteries to engage any that come alongside
  • Marines 2x 8D = 1 & 4 hits Damage?!?

pbangarth
QUOTE (Seth @ Sep 2 2011, 12:27 AM) *
Equipment spreadsheet

Hardened leather armor is free, and would give you 5 pts of physical armor. Mundane shields/bucklers (I just added them) are also free and add 2 or 1 physical armor. Even if you are mostly in spirit form, they are worth dragging around.

Good thing you dodged/deflected most of the daggers. You might almost think someone is trying to kill you.

Yeah, OK, my bad for not catching on. I thought there would be special dress armor for the ball provided. Of course that is silly, as people would want their own insignia, etc. Thanks for making some of the armor free, as I spent all of Mandala's points. So he will have the leather armor and the two point shield. They add to 7, but I suspect the fire damage halves that, say to 4?

So, damage resistance:
Bod 3 + armor 4 + dream manipulation Edge point 8 (Damn right I'm using Edge!) = 15 dice, exploding 6s
==> 7 HITS ... no damage grinbig.gif

Initiative for the next round 12 dice ==> 4 HITS = 16

[ Spoiler ]
Seth
@Aria
You are the boss of the Swift Storm, any way you want.
Yes the First mate can have 1 auto success and 10D: this is after all a mission to destroy/save the world
The fight we have just concluded
[ Spoiler ]


You might want to roll an Air Sailor roll to avoid the first twister: you are heading straight for it at full speed.

@Pbangarth
My "drain their dream points plan" is not quite working as I hoped it would. I need to try harder...With a bit of luck I will get to drain those dream points and hurt someone too...ah well I can hope.

@General
I'll post a wrap up of the corridor/stairwell of doom Sunday evening, covering anyone who hasn't posted (not applying pressure, I just don't want to go back to slow mode). I'll also have the next round of gauntlet of hideous attacks. Mu ha ha ork.gif
pbangarth
I got confused (what else is new) after the last encounter and your answer to my question about Centering, and forgot to use a dream manipulation point as Edge to handle misses on the ED drain that Centering does not affect. Please let me do that now. If you want, I will spend extra points since this is a few posts late.

9 dice, exploding 6s ==> 4 HITS
#####

I use up the first IP of the second round to clear the corridor.

Stunball on the snakes:
Force 7 Stunball, 13 dice ==> 3 HITS
DV = 7S + up to 3 hits

Spell Drain is 4S
Resistance 19 dice ==> 6 HITS no drain

power matrix usage drain 4S
Resistance 10 dice ==> 3 HITS 1 ED drain

I'll swallow that for now.
[ Spoiler ]
Seth
@Pbangarth
Its a confusing game: text is much harder than face to face, and the time lines are a lot longer. NP with spending the dream point (in the background you can here the GM gloat as those precious points are eaten away...mu ha ha )

As far as those snakes: they critically glitched their willpower roll: sucks when you only have 2 die, and both roll a 1. I think you don't need to worry about them any more.
pbangarth
Thanks for the point break.

It's tough playing Mandala when one of his primary abilities, dematerializing and materializing at will, is hampered by the need to hang on to possessions (How Buddhist or what?) and stay with his buddy. He would love to just blink out and zip to the rooftop and be done with it.
Seth
QUOTE
It's tough playing Mandala when one of his primary abilities, dematerializing and materializing at will, is hampered by the need to hang on to possessions (How Buddhist or what?) and stay with his buddy. He would love to just blink out and zip to the rooftop and be done with it.

I feel your pain.
Aria
Ryl’s air sailor roll to avoid twister 12D (-1 damage) = 2 hits + 1 auto success [Air Sailor]

Drain 13D [vs. 3] = 7 hits [Note improved Bdy in drake form – I am assuming the Storm Swift can be controlled by Ryl in her natural state – turning the tiller shouldn’t require opposable thumbs!?! Even if I have to be in human form there’s no drain.] Will IC this when I get a ruling from Seth…

Crew damage repair 8D = 4 hits!
Seth
Actually Aria I had to think about it for a while. I've never before had to wonder "does air sailing require opposed thumbs.."

To keep it simple, I think you will be better in human form. I see the image of Ryl lashing herself to the tiller, and bellowing instructions through the storm. I stuggle with the image of Ryl the drake moving the tiller with her nose (said somewhat tongue in cheek). Given the die you rolled it didn't make any difference anyway.

Your crew labour mightily, and repair the damage caused by the civilians. It was obviously just superficial.

I'm planning on an IC post detailing whats happening tonight, so I'll think about what happens when you get hit by the twister: it will probably be bad, and you will probably be grateful about that lashing yourself to the tiller.

You need 5 successes to avoid it: you can spend a dream point to improve your roll if you want.
Seth
OK the next round of the gauntlet's of doom are up.

All of you in the corridor/stairwell are being to feel that something is wrong. You have been in here quite a while now, and you are not getting to your destination. The corridors/stairwells are looking disturbingly familiar

Marduk/Mandala can hear the thing following them, it can only be a couple of turns behind them, and it sounds big. Fearghas and Alyena simply have the sense of dread, of being hunted, but cannot back it up with sensory evidence

@Marduk/Mandala
  • Can I get a "crash test" to avoid running into the couple. I am treating you as vehicles with a body equal to, well, your body.
  • Running skill for the crash test. You need 3 successes to avoid crashing into them.
  • If you crash, you take damage equal to your body (resisted with half impact armor) and must make a gymnastics test with a difficulty of 3 to avoid going prone.
  • If you make the crash test, you can bounce of them or the wall for no damage, and safely come to a stop
  • To get past them a gymnastics test with 5 successes, or a flying test with 2 successes could be used instead. (Flying is a skill that is part of the athletics pool and is strength based)


Post crash test, the woman (who is a beastmaster) tries to bite Marduk. I don't think surprise is that called for here, as you are aware of them.
  • Woman's initiative: 14
  • Man's initiative: 15


Woman's IP 1 attack (she uses two rank 1 powers: unarmed and claw shape) 7 successes (she only had 10 die she was just lucky. Good thing she didn't spend edge as 5 of them were 6s). Base damage 5P, Venom 4

Man's IP 1 attack (he uses sleight of hand / silent strike rank 1)
  • His stealth roll to avoid you seeing the dagger: 3 successes
  • His attack roll: 4 successes. Base damage 5P, Venom 4
  • If your perception / assensing (pick one) roll is more than his stealth, you can react against the blow


@Alyena/Fearghas
The stained glass window explodes like a grenade for 5P damage

The minotaur:
Initiative 8
I'll let you two go first I think...

@Aria
No pressure. I am just waiting to know if you want to spend a dreampoint/edge to avoid the twisters (think the scene in X Men when storm pulls down twisters from the sky to wreck planes that are chasing them).
Aria
Yes, I will use edge (5 left of 6 in dream I believe?!?) 10D = 3 more hits = dodge twister (for now!)

Phew! Didn't fancy becoming matchsticks just yet!

On the drake form thing I was envisioning Ryl turning the wheel (attached to the tiller) in drake form - the wheels were big enough for 2 humans typically and I have the combined strength of 2 in drake form - and the plus is I don't have to be naked again - it's cold in this wind!!! smile.gif
Sephiroth
Apologies for my absence. I've been rather busy in the last several days with packing, driving, moving in, unpacking, et cetera. I will get two posts up shortly.


Seth
@Sephiroth
We had a similar thing. We took about 10 cubic metres of junk out of storage this weekend, and have been shifting it. Half of it was books, so we are very tired. Books are very heavy. The house is a junkyard at the moment.

@Aria
Stick with the in drake form. Technically I think you cannot do it, but the rule of cool applies, and your post reads better this way. We can always say that the Storm Swift had "special mods" to allow you to use it.

sabs
Crash Test:
4d6+ edge 4 3 6 6 4 1 + 6 1 + 1 = 3 success yay no crashing

Initiative: 8
Defense: 7d6 4 1 1 2 3 3 1: 0 hits
Soak: 20d6 + dreampoint: 22d6: 6 6 1 4 2 5 6 2 5 6 4 3 3 2 5 5 6 3 1 3 6 6 + 2 2 2 5 6 1 5 + 2 : 14 hits.
I believe that's no damage? although not sure what to do about the 4 poison?

Is the man trying to stab me or Mandala?
well just in case it's me:

Assensing: 9d6: 3 4 5 5 4 6 5 4 6: 5 hits
defense: 5 5 3 3 4 3 5 (3) hits
soak: 20d6: 3 2 3 4 5 3 1 5 6 6 1 1 3 3 1 5 3 6 2 2 (6) hits
again no damage, but not sure how to deal with the poison.

Seth
Way to go Sabs. I thought you were not a combatant!

The man (singular) is doing one attack. Each of you believe that the attack is solely aimed at you.

You took no damage: I usually rule that the poison doesn't affect you if you soak all the damage.

If you had been affected: Poison is basically damage that you have to resist with just body (the rules say you get impact armor, but I didn't know that when I created the character, or I would have made the venom a little worse). In addition I usually play that poison damage cannot be healed until the poison is removed (spells/ magical potions / first aid...) Sometimes poisons have side effects like nausea...nasty stuff. This one didn't.
sabs
I'm not.. but that 16 armor from the chain and shield are very nice smile.gif
Sephiroth
I keep trying to post something clever or funny about the guard pwnage and/or Alyena's attire difficulties. My brain, it is not working. SENSE OF HUMOR, WHERE ART THOU??? :/

Feel free to carry on without me if I take too long. Initiative score against the bull is 12.

Does Fearghas need to like ask a jester wtf they're doing to figure out that the memory is barred to him, or something like that?
Seth
QUOTE
Does Fearghas need to like ask a jester wtf they're doing to figure out that the memory is barred to him, or something like that?

That would probably be a good idea smile.gif
sabs
Seth:
Next round (since I don't have any more actions this round)
First:
Can we say that I have the following 3 spells already in my spellmtrix (I really should have specified at the beginning but I forgot)
Analyze Magic
Analyze Truth
Combat Sense


Spellcasting:
I'd like to cast Combat Sense Force 6 on myself: I don't know the aura around here.
Magic (7) + Spellcasting(4) + Spellcating Focus (3) + talisman (1) + dream point (2)= 17d6 2 6 6 2 4 5 1 1 5 4 3 6 5 3 1 3 1 (6) hits. + 6 6 1 (2) + 2 5 (1) = 9 hits


Drain: (6/2)+2=5
Drain Resistance: w(7)+L(5)+c(4)=16d6 4 6 3 4 4 6 1 3 1 2 6 6 4 1 3 5 (5) hits
0 Drain

I'm now at +9 to all defense rolls, but -2 to EVERYTHING. Sigh smile.gif So that's an effective +7 for defense.

Hey Seth, how many dream points do I have left, I can't find that post.


Seth
Oops: I am not keeping track of dream points.

Can I say in general that we should keep stuff like that in a spoiler tag under OOC post? I am doing this in other games and it helps me a lot (I only do it in a few posts, not every one, and I can quickly scan for my icon with a status spoiler..)

@General
I think that everyone by now is getting twitchy.
Marduk/Mandala...these corridors are looking very similar
Fearghas/Alyena...this stairway has a lot of stairs...
Ryl...OK not everyone.
pbangarth
I need to do Mandala for the crash test etc. This will have to come later today or early in the morning tomorrow. Sorry.
pbangarth
OK, after Mandala blasted the snakes, he had another IP left. In that IP he will switch the alignment of the matrix that had detect enemies in it to spatial sense (extended). Everybody's an enemy! And I'm trying to figure out a way through these corridors.

Initiative for the woman/man round: 12 dice ==> 4 HITS = 16

Oh dear. This puts him ahead of the two opponents. And stuff has already happened. OK, I guess Mandala was slow for some reason... damn this RL thing that gets in the way of posting on time! Sorry sabs.

Running skill for the crash test, huh? BOD 3 - 1 for defaulting = 2 dice. I will not use Edg or dream manipulation to help this, so Mandala fails since he needs 3 hits. His ItNW will prevent damage to him. Guard will keep him from glitching. Don't know about the couple.

To stay standing, a gymnastic test (3) : AGI 3 -1 defaulting +Edge 8 (not Dream Manipulation, but actual Edge) = 10 (exploding 6s)
==> 3 HITS : standing

To save some time here, since the dagger blow went for Marduk, I won't bother with the dodge, soak, etc.

I won't go past them, as I am stopped anyway and they are right there.

Stunball Force 7: 13 dice ==> 3 HITS
so, DV = 7S + net hits out of 3

Spell Drain is 4S, 19 dice ==> 8 HITS no drain

Matrix drain 4S , 10 dice ==> 3 HITS 1 more ED drain, for 2 now

[ Spoiler ]


sabs, do you think using some dream manipulation could work to straighten out these corridors? I also have the spatial sense spell now which might be able to see past whatever illusion/shifting is happening here.

I will do Mandala's second IP after I know what happened to the couple. Options are finish them off, sense the area, manipulate the dream...

I'll be away from computer till Sunday night. I'll check in then.

Sephiroth
Not sure whether I did this right, since I'm not sure how the dream points total works with Edge, but here we go. I had most of a post written earlier about the guards, but then Internet Explorer rebooted itself and I lost all of what I'd wrote. So I've given up on that. frown.gif

Doesn't Combat Sense help avoid the explosion from the window?

F8 Levitate on the minotaur: Magic 6 + Spellcasting 6 + Dream Point Edge 10 = 22d6.hitsopen(5,6) = [5,5,[6, 3],2,5,[6, 1],1,[6, 5],4,3,3,3,[6, 2],4,2,1,1,4,4,[6, 6, 6, 2],4,3] = (11).

Drain for that: Willpower 5 + Charisma 12 + Centering 4 (5) = 22d6 = 7 hits covers 5 drain completely.

I don't really know which skill is appropriate for this; I'll go with Intimidation, I guess?
Asking the minotaur what his goddamn problem is: Charisma 12 - Defaulting 1 + Kinesics 1 = 12d6 = 4 hits

Fearghas has Magic Sense in this flashback. Does that give any further information about a) whatever is following us, b) the minotaur, and c) what is further up the staircase?


[ Spoiler ]


pbangarth
Nice touch, Sephiroth.
Sephiroth
Ha. Which part?
pbangarth
Actually asking one of those mo'fos what the hell is going on.
Seth
@Pbangarth
Your jester is very groggy, and staggers to a door, and departs.

Your spatial sense (sorry I missed seeing where you cast it) doesn't really extend beyond the next corridor...you get a little dizzy looking at it. Using a dream manipulation point to firm up on the spatial sense seems like a really good way to get out of here.

@Sepiroth
The intimidation worked. You can carry asking IC. Silver Horn is attaching himself to the group: he wants to get out of here. He cannot open any of the door's on the stairway.
pbangarth
Actually, I haven't cast the spatial sense yet, as it takes a complex action to switch a spell in the matrix, right? So, yeah, next round I will use a DM point to 'firm up' the picture.
Seth
I think you don't need to wait, as the baddies have legged it after one round. In the jester's case very wobbly legging it.
pbangarth
OK, I'll post this in IC after this post.

I have to be careful here. This spell can hurt like hell.

Force 5 Spatial Sense (extended) (normal range F X Magic X 10 meters = 450 meters):

Magic 9 + Spellcasting(detection) 5 + Talisman 1 = 15 dice ==> 4 HITS

Use 1 DM point to 'firm up the picture'

Drain = (F/2) + 4 = 6S
Resistance 19 dice ==> 4 HITS ... shit. Sustaining the spell will already distract Mandala.

Use Edge (not DM) to reroll misses 15 dice ==> 4 HITS ... no drain

Matrix usage drain 4S
Resitance 10 dice ==> 4 HITS no drain

EDIT:

[ Spoiler ]
sabs
My roll was a 5 smile.gif btw.

so I have 10 points of which 2 have been used
Seth
@Pbangarth
You see the way to escape the trap: The spatial manipulation shows you that round the next corridor there is in fact the doorway to the Hall of Two Axes.

Can you IC something suitable dramatic?

pbangarth
QUOTE (sabs @ Sep 13 2011, 11:20 AM) *
My roll was a 5 smile.gif btw.

OK. Thanks.
QUOTE (Seth @ Sep 13 2011, 11:45 AM) *
@Pbangarth
You see the way to escape the trap: The spatial manipulation shows you that round the next corridor there is in fact the doorway to the Hall of Two Axes.

Can you IC something suitable dramatic?

OK.
Aria
Seth, as invisible castle is offline do you want to roll for the crew firing their shiny cannons at the Snake's Fury?!? smile.gif
Seth
@Aria
Sorry was travelling for last couple of days.

Just roll and tell me what you get.

Sephiroth
QUOTE (Seth @ Sep 13 2011, 03:44 AM) *
@Sepiroth
The intimidation worked. You can carry asking IC. Silver Horn is attaching himself to the group: he wants to get out of here. He cannot open any of the door's on the stairway.

Okie dokie.

I wonder... do those balls in that jesterballpit we passed earlier talk? Are they actually jester-faced balls, or do they only look that way during lightning flashes?
Seth
@Sephiroth/Alyena
As before with the jesters:
  • Perception to spot the jester heads. The more perception successes, the less initiative you need to react before the heads are upon you.
  • Initiative, and the heads go on (14 - successes on the perception) .
  • If you go before the heads, tell me what you are doing: levitate just works, jumping needs 3 successes, other responses are possible.


I'm happy for you to try and get off the stairway someway using dream manipulation. Mandala did it with a spell that sensed the outside world. I think you will need to be a little more creative, as neither of you appear to have such spells.

@Sabs/Pbangarth
I need you two to let me know what you want to do. Cross the hall, join in with the fight. Hug the side wall and skirt around. Fly up and over...

@Aria
Snakes fury is moving to ram and board: it being a light ram ship. Once I have the results of your crew's opening salvo:

Air sailor to avoid the ram (I'm not sure you've been including the handling modifier of 2)
Perception/Assensing to keep track of the floor: It's a long way down, and it's getting very dark in the middle of all these clouds

@General
We got very slow over summer, but I'm going to put some effort into speeding up this thread. I'll try and reply within 24 hours if that's possible, and I'll also try and let you know when I cannot. I suspect there might be a backlog of questions that I haven't answered, so ask anything again that I am not up to date with.

There is no pressure on any of you: post at the speed that fits in best with your personal circumstances. As far as I can see we are about 3/4 of the way through this story, and I would like very much to have a "finished" game on dumpshock.
Seth
@Sephiroth
I suspect the following super-cedes your questions:

Harliquin's instructions to you are:

"When the proper time comes, you must Awaken it[The Spear], call to it with its True Name. It is important that you not awaken it too soon, for if you do the Enemy will flee and strike elsewhere. Only when the Enemy is unable to flee should you recall its Name."

You suspect that about now the Enemy cannot flee: it needs to stop you finding its true name.

To remember the true name, you must confront a dream figure and force it to talk to you. You have done so:


The Spear of Cephisto

Cephisto, the daughter of Jaron Earthshaper, was a follower of the Passion Astendar. Like her father her talents led her not just into making things, but also into travelling and exploring the world.

The horror While digging in the Ruins of Cara Fahd looking for some written remnants of ancient orcish music, she and her group were attacked by the Horror known as Nightmare. For months she and the remnants of her band wanded in a dream through the maze of their greatest personal tragedies. Each sleep was the beginning of a new Nightmare, as they forgot their dreams and aspirations, and forgot where they were. Nightmare fed well.

The group searched for Nightmare during the day, and fed it during the night.

One morning while she fell through the floor into a building it became clear was dedicated to Garlen in her aspect as Mneme or memory. In a trance she forged the spear from a flag holder, and a sword that her father had made. The golden spear of Cephisto can be used in many ways. With it her magic and fighting prowess were enhanced. However its most powerful aspect was the ability to bath a target in Mneme's healing touch and remove cobwebs that bind and constrain clear thinking.

That night was different. As nightmare forced them to relive their personal failures, they were able to force the dream inhabitants to wake. One of Cephisto's greatest personal sadness's was the last argument she had had with her father. A minor disagreement had esculated into a full scale row, and at the end she had walked out. It was the last time she saw her father. For days she had been reliving this, unable to stop the cycle of anger. With the spear she was able to awaken herself and more importantly the shadow of her father. Her father forgave her for her minor action, and was able to advise her how to defeat Nightmare.



Importantly this will allow you to point to dream manifestations of Harliquin or even the horror and communicate with it.
Sephiroth
QUOTE (Seth @ Sep 18 2011, 02:11 AM) *
@Sephiroth/Alyena
As before with the jesters:
  • Perception to spot the jester heads. The more perception successes, the less initiative you need to react before the heads are upon you.
  • Initiative, and the heads go on (14 - successes on the perception) .
  • If you go before the heads, tell me what you are doing: levitate just works, jumping needs 3 successes, other responses are possible.


I'm happy for you to try and get off the stairway someway using dream manipulation. Mandala did it with a spell that sensed the outside world. I think you will need to be a little more creative, as neither of you appear to have such spells.

No problemo. I'll get these taken care of later this afternoon. I was intending on this while writing my post IC, but forgot to ask about it OOC: is there any roll I can do to try to mimic the effects of illusionist half-magic, specifically the ability of illusionism half-magic to attempt to discern what is true from what is an illusion (or something like that, I don't have my player's guide with me atm)? This would be directed at the jester heads.

QUOTE
@General
We got very slow over summer, but I'm going to put some effort into speeding up this thread. I'll try and reply within 24 hours if that's possible, and I'll also try and let you know when I cannot. I suspect there might be a backlog of questions that I haven't answered, so ask anything again that I am not up to date with.

There is no pressure on any of you: post at the speed that fits in best with your personal circumstances. As far as I can see we are about 3/4 of the way through this story, and I would like very much to have a "finished" game on dumpshock.

I honestly wouldn't worry too much about it, Seth. Things got very slow on the Dumpshock WttS board last summer, as well, so I suspect (not having been on here for much longer than that) that this happens every summer. I think things will speed up again soon.

Also. Daaaaayyyyaaaaaaammm that is cool. love.gif
Sephiroth
QUOTE (Seth @ Sep 18 2011, 02:11 AM) *
@Sephiroth/Alyena
As before with the jesters:
  • Perception to spot the jester heads. The more perception successes, the less initiative you need to react before the heads are upon you.
  • Initiative, and the heads go on (14 - successes on the perception) .
  • If you go before the heads, tell me what you are doing: levitate just works, jumping needs 3 successes, other responses are possible.

Seth, if you could tell me whether Combat Sense applies to any of these given the description of the power, that would be lovely.

Perception: Intuition 5 + Perception 4 (Hearing +2) = 11d6 = 3 hits
Initiative: Reaction 3 + Intuition 5 = 8d6 = total of 12
Not sure yet. Levitation possible, but also seems like an appropriate time to use spear. Or perhaps not. I will sleep on it and reply again tomorrow.
Seth
Combat sense would apply to the initiative roll, as this is as much as surprise roll as anything. The spear: up to you
Aria
Damn the Snake’s Fury – she’ll not ram my ship!!!

Starboard battery 5x 8D = 2, 3, 2, 3, 4 hits DIE FRAGGER!!!

Air Sailor 14D = 3 hits + 1 auto
Drain = 12D = 2 hits = no drain

Perception 11D = 3 hits (Note: I have focused concentration so can ignore 9D of modifiers so laugh in the face of darkness and clouds smile.gif)
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