@Ghost
QUOTE (Ghost_in_the_System @ Jun 7 2011, 09:23 AM)
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Leadership (4) + Charisma (7) + Kinesics (3) + Improved Ability (2) + Tailored Pheromones (3) =
Commanding Voice (19d6.hits(5)=6)Opposed by willpower + leadership + 1 of the two guards
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Lets see how Spirit Bane likes getting a couple full auto bursts in his back.
If removing the gag isn't a free action (Have nimble fingers, so figure it should be fairly quick) or the gag can't be easily removed, I'll change my post.
Think Bene Geserit from dune with the voice. Happy to let you have the gag removed quickly with nimble fingers: To be honest the mind control was the main mechanism they had to control you.
The good news for you is that the guards actually fear and hate Spirit Bane, so the situational modifier is +3 to their defence because they are terrified of him, and -3 because they hate him. They also have the willpower of a wet paper bag: 1 and 2 hits
http://invisiblecastle.com/roller/view/3061717/ That will be good enough for them to take one or two potshots before they work out what is going on. As they only have 1 IP at the moment (they have just taken their combat drugs, but they don't kick in until next round) they will shoot next round.
@Mandala
QUOTE
Just to be sure, Lean'drea is outside Room 12 with Spirit Bane et al, and Angel is inside the room with Mandala. Right?
Correct. You can hear the sound of automatic fire and Lean'drea's magical voice (which you recognise). Spirit Bane is well named. Of all the people that should face him...it isn't you. He will have you for breakfast (literally). Angel is in the sensory deprivation tank at the moment. The drone that was shooting you has stopped (it's run out of ammo after 3 burst)
@Sephiroth
The Major is meant to be deadly and I advertised the minigun early, and also announced that it was unlikely that you would survive him. Your knocking him over has made a noticeable difference. I expected you to run away from the Major, but as long as you survive I think this will work out better for you.
He is very arrogant however, and is somewhat foolishly using a narrow burst (if you dodge this he will change his mind next go). This means that you get your dodge (the -14 is coming next go). I note with your seven successes you get the hell out of there. The concealment is unlikely to help unless you can break line of sight (the Major has mucho cyberware for optimising his perception skill: eyes, attention co-processors, genetics...). However if you can break line of sight it will help a lot.
The cadarvarmen are arriving next combat round, and will be going berserk on the guard's in the doorway.
The major is firing from the ground (and took a load of minus's - more than in the book because I think the gyro mount will be less helpful)
@Edana
Yes. It adds 2 to all Fading, compiling, use of complex forms as stated in the page you reference. Make the most of it!
@General
I am sorry this round has taken a long time, but a lot happened: The Major arrived, Angel and Lean'drea arrived, Angel and Ryl are successfully hacking the Major, Spike is engaging the Major in cybercombat, Alyena is dealing with their spirits, Fearghas has dealt a truely impressive shock and awe attack, and survived the initial counter attack. Bjeorn had made the escape tunnel so was in the wrong place for the fight, but has joined in now.
Many people are up to the end of the round, but for others we are only up to the start of IP3. The following is my understanding:
Players
- Alyena: Is dealing with the spirits, is up to IP 2, her pet spirit is dealing with the Stealthy Master Sergeant
- Bjeorn: Jumped down into the room on IP 2, and will be charging on 3
- Fearghas: Dodged and summoned on IP 2, gets to go before the Major on IP3.
- Mandala: Has distracted Spirit Bane with his ex-friend Sanguine, is in the room with Angel, and is mostly free to do whatever he wants
- Lean'drea: Has freed herself, and has commanded the troops with her to attack Spirit Bane. Can do what she wants on IP 3
- Marduk: Is in room 27a, but astrally projecting via magical tac net into the store room, and is mana bolting the Major. Can do what he wants on IP 3
- Angel: Is busy hacking into the Major, and will have access on IP 5
- Ryl: Is busy hacking into the Major, and will have access on IP 3
Allies
- Jonathan: Is fighting the Major in cybercombat, has nuked the tacnet on IP 2, so on IP 3 it will give -4 bonus, and will be ignored after this round
- Spike: Is fighting the Major in cybercombat, has activated Castelling on Ryl
- Zero: Is being mysteriously stealthy and doing something to the Surface to Air missile system
- Gremlin: Is shooting bullets at the guards, and Tasers at Lean'drea's guards
Bad guys
- Cadarver men arrive next round and will attack anything they see. The Major's guards are in the doorway to the storeroom
- The Major is flat on his ass, and will be shooting at Fearghas again on IP 3
- The Major's guards have all got up to their knees (simple action), and are shooting at Gremlin's drones.
- Spirit Bane on IP 1 killed Sanguine, on IP 2 put him into a spirit prison, and has an action on IP 3.
I am not quite sure of the initiatives that people have, and its hard work scanning previous posts. I think it is this important order, so if I am wrong tell me:
Store room: Fearghas, Major, Alyena, Bjeorn, Marduk
Upstairs: Spirit bane, Lean'drea