Misfit Toy
Jun 16 2004, 02:31 PM
Oh sure, tell me that
after I come up with some cool names. You evil, evil man. Though I did put an asterick next to each one with a foot note describing the changes. Guess it wasn't obvious enough though.
TinkerGnome
Jun 16 2004, 02:43 PM
Then just put the new name and the base spell in parenthesis. Really, I don't mind it being just annotated on the character sheet, it's in the OOC board that I need to know the mods

I don't, you know, like digging through character sheets every time someone sneezes
Misfit Toy
Jun 16 2004, 02:45 PM
<achoo>
TinkerGnome
Jun 16 2004, 02:52 PM
Damn it. <flip flip flip> Alright, 6 dice, TN 4.
Misfit Toy
Jun 16 2004, 02:54 PM
<rolls> Aww cripes, I hate the Rule of Ones. <dies a horrible death>
TinkerGnome
Jun 16 2004, 03:24 PM
Annnnyway, right now, I need Sedryk and Skeeter to go ahead and finish acting for the first turn. The bear is out of actions.
JaronK
Jun 16 2004, 04:19 PM
Beast (You're playing thor, right?), I'm hoping you drive the van right up and either open the door or guide Paris to the nearest place he can shoot out of. He's ready to start firing ASAP.
Shadow
Jun 16 2004, 04:22 PM
*points to where TKG said the bear would be dead loooong before the an arrived*
JaronK
Jun 16 2004, 04:25 PM
Yeah, I guessed as much, but Thor told the van party that he thought we might be driving into a free fire zone, so Paris armed up and got ready for exactly that. He's got his assault rifle prepped and his heavier body armour on. If there's something to fight when he arrives, he'll be ready for it!
TinkerGnome
Jun 16 2004, 07:00 PM
Channnnnnnce?
I'm posting in a few hours, with or without Sedryk rolling his own dice

You never know, I might roll better anyway.
This does bring up a good point. I'm frankly not used to running combat in a game moving this fast, so I'm sure we're going to have to work with it to find the best method. When you make a post in combat, go ahead and give me some contingencies and plenty of die rolls.
Ie:
Situation: Players A and B are attacked by 3 goons.
Post example:
Player A is going to shoot goon twice 1 this pass.
Shooting goon 1 (weapon name, RC x, TN modifiers such as SL or laser sight): <insert die rolls>
Next pass, he is going to shoot goon 1 again if he's still standing or shoot goon 2. If he gets hit, himself, he is going to get into some cover first and then shoot at the goon who shot him. If player B goes down, he will try to save him as best he can.
<insert die rolls>
For bigger combats involving the entire part, I'll go somewhat slower to allow everyone a chance to post (generally 24 hours), but right now I just want that bear dealt with so we can get on with life
Beast of Revolutions
Jun 16 2004, 10:11 PM
I think it should bypass armor if it's mana, shouldn't it?
No gunports or windows on the van.
Chance359
Jun 16 2004, 10:11 PM
Rolls for Sedryk:
Initiative: 23
Using a USP with explosive rounds, 1 point of RC from strength, Smartlink: 2
Adding 1 combat pool for each shot
First pass
Shot 1: 2,2,2,5,5,10,10,15
Shot 2: 1,1,2,2,2,3,5,5
Second pass
Shot 3: 2,2,3,3,4,5,9,11
Shot 4: 1,2,3,4,5,8,9,11
third pass
Shot 5: 1,2,3,3,4,7,10,11
Shot 6: 1,1,1,2,5,10,11,21
TinkerGnome
Jun 16 2004, 10:53 PM
Thanks, Chance. I'll resolve this tonight sometime. Apparently I need to go see my in-laws. Or so my wife says.
Misfit Toy
Jun 16 2004, 10:56 PM
Uhoh. We're all doomed tomorrow, then.
Number 6
Jun 16 2004, 11:56 PM
| QUOTE (TinkerGnome) |
Hellcow, where are you? When the group heads up toward the mine, he might end up guarding base camp.
[/edit] |
Crap, i thought everything going on was involving just the guys on the bike, so knocked off for a day. i'll post IC and here after dinner, in an hour or two. sorry!
tisoz
Jun 17 2004, 01:26 AM
Last Action this turn.
Distance Strike
Wildcat + Imp Abil.
11 11 09 08 05 05 05 05 04 03 03 02
8M Stun
Initiative:9 + 02 01 01 = 13 (can't get much worse)
As above
17 10 05 04 04 03 02 01 01 01 01 01
Number 6
Jun 17 2004, 01:48 AM
Initative: 14 (3d6+7)
Reaction test to quick-draw: 1, 1, 1, 2, 4, 4, 5
Taking 2 shots a pass at the bear. Hammerli loaded with EX ammo, and enough recoil-reduction. With Smartlink2, Vision magnification3, my TN is probably always a 3+ modifiers. I'll blow 2 combat pool a shot for attacking, save 1 for the odd dodge tests. Hammerli7 + Enhanced Artic 1 +2 combat pool = 10 dice.
First pass
Shot 1: 1, 4, 2, 9, 16, 1, 3, 3, 8, 17
Shot 2: 17, 2, 3, 3, 4, 1, 1, 4, 3, 9
Second pass
Shot 3: 1, 5, 3, 8, 8, 1, 1, 5, 8, 9
Shot 4: 3, 4, 5, 7, 10, 5, 3, 1, 1, 4
Does base 8L damage with EX.
BTW Hellcow's armor is 5/3 now, in fatigues.
TinkerGnome
Jun 17 2004, 01:54 AM
Geeze. Body 13 and armor 6 seem to be plenty for stopping damage. I was afraid I'd have to fudge rolls there for a bit

Anyway, the team is reunited.
Number 6
Jun 17 2004, 02:57 AM
BTW i'd like to pull up my Guide to Paranormal Animals in the display link and see if anything in particular is cross referenced to this area.
Paranormal Animals: 3, 4, 5, 5, 5, 6
tisoz
Jun 17 2004, 03:16 AM
13/6 sounds more like a fraggin' dragon than pic-i-nic basket stealin' bear.
TinkerGnome
Jun 17 2004, 03:31 AM
Piasma are referenced, but whatever the hell that bear was was bigger than a Piasma by a full meter of height and quite a bit of poundage. There's a light mix of other wildlife around, some of it fairly big, but the Piasma is the most dangerous one listed.
It was a big bear alright
JaronK
Jun 17 2004, 08:14 AM
Little rolling here. Shame I missed the fun!
[ Spoiler ]
Perception test, looking for any other incomming threats. Using natural low light vision, cybered thermographic vision, and Ultrasound.
Perception: 4 3 3 3 1 1 1 <- Crappy!
Complimentary Stealth: 5 4 4 3 1 1 <- Not much better. Need new dice.
tisoz
Jun 17 2004, 09:32 AM
Skeeter is going to skin the piasma out, he loves his leather clothing and is really looking forward to a bearskin coat. He'll try saving the head too for his friends in his souper-sekrit majik groop.
Perception test to notice Raven's appearance: 04 02 02 02
TinkerGnome
Jun 17 2004, 12:18 PM
I'm no expert on skinning game, but doesn't taking the hide of something as big as that bear take quite a bit of time?
Anyway, you guys need to come up with a big "what are doing next" plan. I'll move ahead tonight sometime or tomorrow morning after you've had a little time to plan.
tisoz
Jun 17 2004, 01:21 PM
You mean everyones not going to go racing off into the woods on their own, mad with gold fever!

I'm no expert either on skinning game and neither is Skeeter, but I find it hard to pass up the chance at a 6/6 armor coat and I had the stuff about Skeeter loving his leather duds way before this thing came out of the woods. It would probably take 30 minutes to an hour to skin it. My estimate is on seeing deer, hogs and cattle slaughtered by farmer types that only did a couple a year. The high armor value should actually speed up the process by not having to worry so much about the hide tearing and being able to run the knife between hide and flesh. The hard part will be moving it, but I'm sure there's a block and tackle handy.
If Skeeter gets left at the boat, it will give him something to putz around with.
Then again, you could have us notice that the beast is diseased/mutated or whatever and we roll it into a ravine and cover it.
TinkerGnome
Jun 17 2004, 01:25 PM
It's actually alarmingly healthy. Looks like it'd been fishing in the stream leading out from the lagoon where you guys parked your boat.
Misfit Toy
Jun 17 2004, 03:14 PM
Hmm, so I take it Bel didn't find the rednecks as he continued on after Raven?
Also, can you give me a quick run-down on what spirits I still have available and how many services you have them recorded as having? The last fight was a little confusing and my notes are twice as much. If you weren't keeping track, don't worry. I'll just go with the worst results I have written down. Also, what's the terrain like? Any rapids nearby, strong breezes, or exposed boulders or similar geographical phenomenon?
[ Spoiler ]
Oh, and here's a token Druidic Background test to see if I can identify the bear. I'm pretty sure I'm still dual-natured for at least a few more minutes since I can't imagine it having taken that logn to get from there to here at the speeds they were traveling.
Druidic Background: 1 4 1 11 2 7
And in case the Channeling wore off earlier, or there's been some weird time dilation in the story, here's the drain resistance test for that:
Drain Resistance Test (7D) (Aid Power +5 dice): 3 3 3 5 1 13 3 3 5 7 3; 2 successes
Karma Reroll of Failures: 3 8 5 1 9 2 3 4 4; +2 successes
Heaing Test (TN 2): 3 2 3 9 5 1; 5 successes
Result: Moderate drain reduced to two boxes of Light by his trauma damper. Each box will be healed in 12 minutes. Karma Pool is down to 7.
As soon as he gets Skeeter off the bear and calms down a bit, I'm also planning on summoning a couple of Watcher spirits and, if able, additional faerie spirits to replace those from earlier. I can't remember, but can wujen or shamans re-summon the same spirit in order to request more services from it, or is that purely a hermetic ability?
TinkerGnome
Jun 17 2004, 03:18 PM
Boulders aplenty. Not the rest, though.
The manitou is still around, I think it has a service or two left. Not sure about the others, I think you've only used one service once to conceal the boat.
As for the rest, I'll have to look it up.
tisoz
Jun 17 2004, 03:45 PM
I'm not real familiar with channeling, but can you use aid power on the channeling test and the same aid power dice on the drain test? That doesn't follow any other use of extra dice I can think of.
Misfit Toy
Jun 17 2004, 03:56 PM
Channeling is a special case. The summoning and drain resistance test take place at completely different times and aren't the simultaneous action of something like conjuring or spellcasting. It's closer to anchoring.
tisoz
Jun 17 2004, 04:11 PM
I have got to get my shaman an ally and power foci.
TinkerGnome
Jun 17 2004, 04:29 PM
Yeah, they're quite helpful. Channeling consumes all services from the spirit (I'm blanking on whether or not you used it). I do know that much
Misfit Toy
Jun 17 2004, 04:36 PM
Yeah, I used it with Sejal (the Undine) just before the forest spirit attack. Basically for ten minutes per success on the Channeling Test and in exchange for all remaining services you gain almost all of the spirits powers and add its Force to all of your Physical Attributes. Since it was a great form, I also gained Immunity to Normal Weapons at force 7 (and its +2 Armor great form bonus on top of that). Drains a bitch, though. But despite that, it's rather sweet now that I finally got a chance to try it out, even though it ended up being a waste.

Kinda figured I'd get to use my Search and Movement powers to get to the one redneck before he got much further, but that seemed to have floundered out. No worries though... I'm sure we'll have another Deliverence scene before the run's up.
TinkerGnome
Jun 17 2004, 04:43 PM
You know, they weren't exactly Rednecks...
FXcalibur
Jun 17 2004, 05:00 PM
I won't make any rolls since Raven's already been magically healed, so I sit back and relax now.
Misfit Toy
Jun 17 2004, 05:02 PM
They were as far as Bel's concerned.
tisoz
Jun 17 2004, 05:08 PM
I just wondered. I've read the channeling rules but never used them. In my mind I always group conjuring and drain tests or sorcery and drain tests. I haven't used Anchoring since they made it about useless in 3rd edition.
Really I was hoping you'd be facing +2TNs instead of just +1s if we roll initiative in a moment, because if there's a fight I want to clean your clock. But then I want to do that any time I get in a fight so don't take it personally.
Chance359
Jun 17 2004, 05:27 PM
Strenght test to cut the claws off:
3,3,4,4,5,5,7,11
Perception test to find all eight spent shells:
3,3,4,5,11
Shadow
Jun 17 2004, 05:33 PM
| QUOTE (FXcalibur) |
| I won't make any rolls since Raven's already been magically healed, so I sit back and relax now. |
No no no. Please do. Still have a light wound I belive. So roll away.
TinkerGnome
Jun 17 2004, 05:34 PM
Once a wound has been magicly healed, biotech, unfortunately, doesn't do anything. I don't think, anyway.
FXcalibur
Jun 17 2004, 05:35 PM
Love to dear, but SR3 says biotech can't help once magical healing has been applied.

Edit: Er, yeah, what the boss said. I'll apply some bandage, but it's going to be mainly fluff and roleplaying.
Misfit Toy
Jun 17 2004, 05:37 PM
Whatever Tisoz. You've already made your feelings towards me abundantly clear early in the thread.
In any case, here's the Shape Earth rolls to bury the bear. Red Tom is doing it at Bel's direction and including the entire corpse, including its head and the "trophies" Sedryk is trying to claim. They then proceed to return the terrain to as normal a condition as possible, but unfortunately it does nothing for the carcasses smell that's already in the air.
[ Spoiler ]
Red Tom's Spellcasting Test (Shape Earth, Force 5) (TN 4): 5 4 4 1 8 11 2; 5 successes.
Red Tom's Drain Resistance Test (4M, Spell Pool 5): 3 5 5 1 2 4 2 15 1 1 1 2; 4 successes (no Drain)
Shadow
Jun 17 2004, 05:41 PM
Damn
well do the rp stuff. It'll be fun.
TinkerGnome
Jun 17 2004, 05:58 PM
Calm down the adversity on the IC a bit. I don't care if you don't like each other, but open hostilities aren't good for any game.
I still need that game plan.
crechebaby
Jun 17 2004, 06:03 PM
no one seems to be openly challenging Bel's directions, so Brand's just going with the flow, as per usual. I've gotta scram OOC here, though, so I'll post rolls when I get back.
Misfit Toy
Jun 17 2004, 06:05 PM
Hmm? An elf just nearly got him killed and then he shows up to see a special person with whom he's already annoyed with being forced to work along side mutilating a corpse while another ork is hacking away at its claws. I think he has a right to be a big aggrivated.

Bel also went ahead and set up a game plan IC. Dunno if everyone will agree with it, but so far things seem to be going that way. In summation:
* After hearing some input and getting everything organized, Bel is going to summon two watchers to spy on the 'rednecks' and then try to replenish his spiritual aid via some gnome and wood faeries.
* Thor is (hopefully) going to analyze his map and/or sensor data to find a new campsite.
* Brand is (hopefully) going to set up a demolitions trap or two.
* Everyone else is packing up the van and, depending on Thor's opinion, either packing things onto the boat or doing their best to hide it unless they go do something else.
Once everything is done, we're heading either up or down river to a spot Thor's picked out and setting up camp there. From there, we're going to hoof it to the mine after hiding the van and probably getting Brand to set up a few more traps.
Assuming, of course, they all go along with it without arguing too much.
FXcalibur
Jun 17 2004, 06:08 PM
Not to be trouble here, but if a demotrap does go off, wouldn't they have reason to believe we're armed and extremely dangerous (well, we are

but you get my point) and therefore send more people or tougher foes against us?
Misfit Toy
Jun 17 2004, 06:12 PM
Pretty sure they already assume as much.

Though as far as they know, there's only two of us so we probably still have the element of surprise on our side. Doubly so once I get a chance to summon a few more spirits and put us under perpetual Concealment until we get to the mine (at which point we should be able to set up a significantly more defensible position until we finish our work here).
And just as a side note, TKG, Red Tom is still sustaining the Shape Earth spell unless something comes up. When we leave, Bel's going to have him clean up all our tracks and whatnot. Maybe even set up some red herrings.
FXcalibur
Jun 17 2004, 06:18 PM
I just got a thought. We're armed to the teeth and ready to (and probably will) expanded hundreds of rounds of standard, EXE, APDS and AV ammunition, not counting grenades and rockets.
How much are we earning again?
Misfit Toy
Jun 17 2004, 06:25 PM
Couple million.
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