FXcalibur
Jun 29 2004, 05:27 PM
I don't know what we can do against high Force spirits. Does everyone at least have some sort of weapon that does elemental damage?
tisoz
Jun 29 2004, 05:31 PM
Rocks.
Shadow
Jun 29 2004, 05:59 PM
I've got incendiary rounds for my Five-seveN's. That should work.
TinkerGnome
Jun 29 2004, 06:08 PM
Tasers and flame throwers deal elemental damage. The burn damage from incendiary rounds does elemental damage (but not the shot itself). Rocks do not.
JaronK
Jun 29 2004, 06:19 PM
As a reminder, if you want Paris coming in with you, you're going to ask him to come down via the radio.
TinkerGnome
Jun 29 2004, 06:21 PM
What I need by tomorrow morning:
- Who is going into the mines.
- What they are going to be using for a weapon (keep in mind that there are some small spirits which are vulnerable to small arms fire).
- A general strategy.
Number 6
Jun 29 2004, 06:27 PM
All Hellcow brought were gel and EX rounds. I have a respirator, for my own use or someone else if they need it.
TinkerGnome
Jun 29 2004, 06:37 PM
There were gas masks in the gear, by the way.
FXcalibur
Jun 29 2004, 06:44 PM
Evans will volunteer to go in. I'll be using the Ares Alpha, but I won't hesitate to drop it and quick-draw the flamer (Alpha has a sling) if things get hairy. Sadly, I've got no incendiary shots for the Alpha. I don't suppose anyone has spare? I have EXEX though, so it's another GM call on that one.
I don't have any idea of a general strategy - I'll take point if needed since Evans is a sammy. What exactly are our objectives when we go down there? Find the golden soul of the earth? Kill all the spirits around?
Edit: okay great, I'll grab a gas mask.
Panzergeist
Jun 29 2004, 06:49 PM
I'll wear a gas mask. Is the miniblimp still invisible? If it is, you should probably drop that spell.
TinkerGnome
Jun 29 2004, 07:37 PM
Map! Map! Map!
MAP!Sense of scale. The main shaft goes on for about .4 km before turning sharply. That area is about 50m or so of space.
FXcalibur
Jun 29 2004, 07:38 PM
What's the bridge? An underground stream?
TinkerGnome
Jun 29 2004, 07:40 PM
Yep. Rather, a very deep crevase with water at the bottom. They bridged it, though it's not particularly important.
Misfit Toy
Jun 29 2004, 08:04 PM
Excellent. <strums his fingertips together>
I'll post my personal strategy and try to get an IC post or two up sometime today.
Shadow
Jun 29 2004, 08:36 PM
Hey since the spirits seem to be inhabiting only one section of the mine, any chance we could just run the survey in the parts that aren't being patrolled.
TinkerGnome
Jun 29 2004, 09:18 PM
You certainly could do it that way. The question becomes, is there anything in the rest of the mine worth surveying.
FXcalibur
Jun 29 2004, 09:32 PM
Isn't that the whole point of doing a survey?
TinkerGnome
Jun 29 2004, 10:19 PM
Well, the purpose behind the survey is apparently to find something worth mining. If you don't survey the spot where there's something worth mining, then the survey won't be as useful to anyone as if you do.
JaronK
Jun 29 2004, 10:39 PM
Tinker... would you consider EX rounds to be elemental damage (fire) or no?
At any rate, Paris has 10 taser darts, an AK-97 with regular ammo (not too effective against weapon immune spirits) and a sniper rifle with a good number of EX rounds. He can go in if invited, or remain on overwatch, as needed.
TinkerGnome
Jun 29 2004, 10:52 PM
Nope, the taser should work pretty well, though.
Shadow
Jun 29 2004, 11:02 PM
I am going in, I will be using hte Five-seveN with the INC. rounds.
as for strategy... we protect Bel while he banishes all the spirits. :)
Misfit Toy
Jun 29 2004, 11:16 PM
It'd be best to take out the spirits anyway. Just because their crowded in one area, that doesn't mean they won't attack us if we go in other parts. Especially any parts worth surveying.
Anyway, if my assumptions are correct, there's only going to be two of them you guys won't be able to take out with conventional weaponry (if anyone has a shotgun with explosive slugs, now's the time to pull it out as that'll affect anything up to Force 5). Standard heavy pistols should be able to handle anything up to Force 4. Also note that armor piercing rounds won't be any use of you here so don't waste any of that type of ammo if you have it (it's treated as regular ammo against Immunity to Normal Weapons).
As for my personal plan, I'm probably going to have Bel rustle up all his spirits and then summon a full entourage of Force 5 watchers as backup. He'll then channel one of his Force 5 great forms with the least remaining services and, once they're close enough, throw a Trid Phantasm (the voluntary version) into his sustaining focus and have it create an illusion that illuminates everything within its extended area as if it were a bright sunny day. So no darkness penalties to worry about for us.
After that, his remaining spirits (except for the Force 9 one he had to recapture; he's not even bringing him in with him right now) will be told to swarm over the two most powerful spirits there. His watchers will be ordered to stay grouped around him and act as "friends in melee" against any spirits that try to hassle him.
Just before the attack, however, Red Tom, entering in his materialized form as a ring on Bel's finger, will unleash a Sleep (Stunball) spell on the astral as soon as he is in range. It'll be targeted so that it bashes the bajeevus out of the hostile spirits before Bel's are in the area. Hopefully that'll take out the majority of the lesser ones so everyone else won't be completely overwhelmed.
Once all of that is set up, Bel will focus on Banishing any remaining spirits starting with the most powerful one he can find (which I believe was the gnome that was speaking to him originally).
And then from there I'll be winging it.
Misfit Toy
Jun 29 2004, 11:20 PM
Oh, and just because I know how you like to assume TKG

, Bel's going to use his gestalt form to throw Guard and Magical Guard over the group and Shielding will be set up as mentioned in previous PMs.
JaronK
Jun 29 2004, 11:35 PM
Well, with a damage code of 16S (with EX rounds), Paris can use his sniper rifle effectively against elementals if asked to go in. Of course, it's not the best use for a sniper rifle, and he'll have to retune it after a fight.
Panzergeist
Jun 29 2004, 11:44 PM
Alright, so when we see the spirits, we hang back for a sec as Red Tom casts stunball, then we can rush into melee. Swift Eagle was born for this. Force 1 Ares Monosword weapon focus, dual-wielding, skill of 6. That gives me 11 dice to roll, doing 11M damage against these spirits, bypassing their immunity. Oh yes; it is a good day to hunt spirits. Just make sure you don't stunball me. In fact, why not stay on the surface and project down there? That way your area effect spells won't be able to hurt the rest of the team. Of course, you can't channel like that, so perhaps it's not such a good idea.
Misfit Toy
Jun 29 2004, 11:48 PM
You don't have to hang back unless you're dual natured or astrally perceiving. The spell won't affect mundanes in the slightest since he's casting it on the astral. But if you guys would rather have me hang out on the surface, I'm game. Fewer survivors means a bigger paycheck for me.
Panzergeist
Jun 29 2004, 11:57 PM
I think if you cast a mana spell while astrally perceiving, it has to affect both the physical and astral planes; I don't think you can choose to have it affect one or the other. Astrally perceiving, you still see the physical plane simultaneously with the astral, right?
Misfit Toy
Jun 29 2004, 11:58 PM
Trust me on this one.
Panzergeist
Jun 30 2004, 12:00 AM
Alright.
Shadow
Jun 30 2004, 12:16 AM
| QUOTE (Panzergeist) |
| Astrally perceiving, you still see the physical plane simultaneously with the astral, right? |
I'm not sure what page or anything, but basically when you are astrally perceiving you lose your vision. There is no overlay like thermal or low light vision. It has to do with the fact that astral vision isn't really vision, it is an all encompassing sense.
Anyways I am not an expert by no means. But I am pretty sure about that.
Misfit Toy
Jun 30 2004, 12:27 AM
Astral perception makes you dual-natured. While dual-natured, you both exist and perceive both planes (though there's a distraction penalty of +2 for purely physical actions). When casting a spell, you choose which plane the effect is going to be on and can target anyone you can see on either plane. Basically, you get the best of both worlds when it comes to targeting, but can only target one plane or the other.
Unless someone else is using astral perception or is otherwise dual-natured, none of you will have any idea what's going on unless you see some of the materialized spirits pop like a balloon if/when they get disrupted.
TinkerGnome
Jun 30 2004, 12:38 AM
Now would be a good time for everyone to roll initiative. Bel's got a lot of rolling to do on that
FXcalibur
Jun 30 2004, 01:00 AM
[ Spoiler ]
Init: 8 + 3D6
Init Dice Rolls: 05 05 04
Total: 22
I'm switching my minigrenades in the Alpha to white phosphorus before we go in, and ammo to Regular.
Beast of Revolutions
Jun 30 2004, 02:39 AM
Operating the condor in primary mode, with the van and strato-9 as secondary drones. FYI, the van has sensor 4 flux 8, sig 6, and pilot 2. All three drones have active sensors active. All of my drones except the van have clearsight and datalink autosofts at rating 1, and the strato and condor have sharpshooter autosofts at rating 1. Tell me if you need me to look up anything else.
Initiative: 25
Active sensor check for the condor: 3
Passive sensor check for the condor: 1 2 3 4 5 5 14
Misfit Toy
Jun 30 2004, 03:29 AM
Bleh! If any of his watchers are still around, he'll Banish them (if you need me to roll, just let me know) so he can get them all back up to snuff.
[ Spoiler ]
Channeling Test (Gimcrack) (TN 5, Aid Power +5, Elemental Bonus +2): 1 11 4 5 7 3 3 5 11 1 2 5 4; 6 successes (60 minutes).. not done until just before we go in
Watcher Conjuration (Force 5) (TN 5, Aid Power +5): 4 8 2 4 4 5 5 2 3 1 3; 3 successes (3 hours)
Watcher Conjuration (Force 5) (TN 5, Aid Power +5): 3 3 8 11 3 2 1 1 4 10 3; 3 successes (3 hours)
Watcher Conjuration (Force 5) (TN 5, Aid Power +5): 5 10 5 3 2 3 5 3 16 2 3; 5 successes (5 hours)
Watcher Conjuration (Force 5) (TN 5, Aid Power +5): 7 4 2 10 1 19 4 10 3 3 1; 4 successes (4 hours)
Watcher Conjuration (Force 5) (TN 5, Aid Power +5): 2 2 5 1 8 8 11 5 11 3 2; 6 successes (6 hours)
Watcher Conjuration (Force 5) (TN 5, Aid Power +5): 4 2 10 2 1 3 3 4 10 2 5; 3 successes (3 hours)
Drain Resistance: Didn't bother to roll since it would just be absorbed by his Trauma Damper unless he botched. Will roll if requested, though.
Other Spirits on Tap
Boddynock: Great Form Gnome (Force 5) with 8 services available.
Gimcrack: Great Form Gnome (Force 5) with 6 services available.
Nineveh: Great Form Wood Nymph (Force 5) with 6 services available.
Tsifira: Great Form Wood Nymph (Force 5) with 5 services available.
Brother of the Mine: Gnome (Force 9) with 1 service available.
Conjuring Test (Force 5 Manitou) (TN 5, Aid Power +5): 3 4 10 5 5 5 5 5 2 16 1 3 4 10 5 5; 10 successes (10 services)
Drain Resistance Test (5M): 2 16 5 1 5 8; 4 successes (no drain)
Invoking to Great Form (TN 5): 2 1 14 1 5 3; successful
Drain Resistance Test (5M): 2 2 8 3 5 4; 2 successes (Light absorbed by Trauma Damper)
Result: Tryste, a Force 5 Great Form Wood Nymph with 10 successes
All have Armor +2 as their Great Form bonus for those that are Great Forms.
Initiative Rolls
Bel 7+4D6: 5 2 6 5; 25
Initiative for Materialized Spirits
Red Tom 15+1D6: 6; 21
Ninevah 15+1D6: 1; 16
Tsifira 15+1D6; 6; 21
Tryste 15+1D6: 4; 19
Brother of the Mine 13+1D6: 4; 17
Initiative for Astral Spirits
Boddynock 25+1D6: 6; 31
Watcher Spirit #1 25+1D6: 3; 28
Watcher Spirit #2 25+1D6: 2; 27
Watcher Spirit #3 25+1D6: 6; 31
Watcher Spirit #4 25+1D6: 1; 26
Watcher Spirit #5 25+1D6: 4; 29
Watcher Spirit #6 25+1D6: 1; 26
<pant pant pant>Exact details for what each spirit is doing coming soon... I just need a break.

EDIT: Forgot to increase Bel's Reaction due to the Channeling again. And yes, his Masking is still hiding his dual-natured state just as before. All of his Physical Attributes have jumped up by +5 and he has the equivalence of Immunity to Normal Weapons at Force 5 (not that it's going to matter much here) with a +2 Armor Great Form bonus.
Misfit Toy
Jun 30 2004, 03:53 AM
Preparation Tactics
Tryste: Concealment, Guard, and Magical Guard for five people (namely Bel, Red Tom, Raven, and the other Great Forms)
Ninevah: Concealment, Guard, and Magical Guard for five others
Tsifira: Concealment, Guard, and Magical Guard for anyone else who needs it
Note: The above assumes that spirits don't have a Concentration penalty for maintaining powers.
Note: -3 services for each. If Tryste and Ninevah can handle the job for everyone going in, Tsifira isn't asked to waste any services.
Bel: As soon as they're close enough, he's going to increase the light level in the battle zone to full daylight proportions using his variant of Trid Phantasm that only works on allies. It'll be sustained in its focus.
Combat Pass #1 Tactics
31 Boddynock: Holds action until after Red Tom's action, then attacks most powerful spirit still standing or joins one of the runners as a Friend in Melee. -1 Service
31-26 Watcher Spirits: Four stay to defend Bel (holding actions) while the other two do the same as Boddynock.
25 Bel: Aww heck, screw banishing. Ectoplasmic Clout. Serious. Max dice in the spellcasting, targeting most powerful spirit present.
21 Tsifira: Uses Accident against the hostile spirits. -1 Service.
21 Red Tom: Casting Sleep (Stunball). Cast at Serious with all but 2 dice in the Spellcasting Test.
19 Tryste: Engulfs any remaining spirits to hold them immobile. -1 Service.
17 Brother of the Mine: <left outside unless needed> Effectively holding his actions.
Those that aren't attacking are close to Bel and will take their free melee attack for any spirits passing by to attack their master (-1 service if used). At least those that aren't openly hostile to him like the gnomes. If any spirits end up with only 1 service remaining, Bel will pull them out of the fight alongside the Brother of the Mine. He's not going to risk them joining the other side.
Shadow
Jun 30 2004, 03:58 AM
Raven is going to load INC. rounds into her pistol.
[ Spoiler ]
Init: 21
crechebaby
Jun 30 2004, 04:04 AM
brand's loading her ex ex rounds into her shotgun.
[ Spoiler ]
init: 19 bleh
Panzergeist
Jun 30 2004, 04:28 AM
Swift Eagle is going in with his swords drawn. Initiative 25. Perception: 2 3 5 5 Complementary awareness roll: 1 2 2 2 3 8 He has low-light vision, flare comp, vision magnification, amplified hearing, and improved smell.
JaronK
Jun 30 2004, 06:02 AM
Not sure why we're rolling initiative, but Paris rolled a 16. He'll be staying topside unless someone asks him over radio to move in.
Number 6
Jun 30 2004, 12:32 PM
Hellcow will go with EX rounds too, after hearing we're facing spirits instead of regular mortals.
[ Spoiler ]
Initative: 19
Assault Rifle, Stealth, and Paranormal Animals jacked in and running.
Chance359
Jun 30 2004, 02:27 PM
Initiative: 23
Assault rifle, grenade launcher, heavy pistol, sawed off shotrun, and incase things get nasty, a LAW.
tisoz
Jun 30 2004, 04:55 PM
Skeeter is still in the guard shack unless someone wants him somewhere else.
Init.: 9 + 3D6: 9+5+2+1=17
TinkerGnome
Jun 30 2004, 06:39 PM
Spirits didn't notice Tom until he got his spell off. Feel free to shoot a spirit during this first pass, since they are too distant to get to the group and cause trouble just yet.
The spell disrupted 15 spirits, and greatly annoyed one other (gnome). The biggest 5 all shruged it off without effect. There are two gnomes and one mountain spirit only present in the astral and another two mountain spirit and the injured gnome which are present on both planes.
Tom took Light drain from the spell.
The spirits spend their first pass in surprise.
Initiatives for the spirits:
Mountain Spirit 1 (astral) 30
Gnome 1 (astral) 28
Mountain Spirit 2 (material) 18
Gnome 2 (astral) 32
Mountain Spirit 3 (material) 17
Gnome 3 (material, wounded) 16
FXcalibur
Jun 30 2004, 07:16 PM
For the record, that was a bleeding nice shot.
I'll try to do what I can against the Injured Gnome (3). Just realized W Phosphorus is not going to be much fun for us in a mine.
[ Spoiler ]
Ares Alpha, FA (8 rounds), RC 8 (Base 8M -> 16D), Using 8 combat pool
+ Smartlink II.
10 05 05 05 04 04 04 04 03 03 03 02 01 01 01
Number 6
Jun 30 2004, 07:31 PM
How sound does the structure of these tunnels look?
Pass 1, Init 19
[ Spoiler ]
Assault Rifle, 1 CED die, 3 round burst: 1, 2, 4, 5, 8, 7
Assault Rifle, 1 CED die, 3 round burst: 1, 1, 4, 4, 5, 5
Pass 2, Init 9
[ Spoiler ]
Assault Rifle, 1 CED die, 3 round burst: 2, 2, 3, 3, 5, 4
Assault Rifle, 3 round burst: 1, 1, 1, 1, 4 crap!
Those should do 11S damage with the EX rounds. TN is probably a 2 at short range (smartlink) or a 3 if it's medium or long (sounds like it from the description). Saving the Combat Pool dice for dodges/soaking.
EDIT: Added the round type, and got rid of the recoil mod. I have more compensation than I thought.
TinkerGnome
Jun 30 2004, 07:45 PM
Structural stability is fair. I wouldn't advise any strong blasts or anything. Also, please note the ammo type you're using where possible.
Shadow
Jun 30 2004, 08:02 PM
Raven is going to use her back up weapon (more recoil comp) in her main hand and her regular in her off hand. Note, she is not firing them at the same time, just carrying it so she doesn't have to reload.
[ Spoiler ]
10 Rounds, Full Auto, at whatever spirit looks killable.
Modifiers:
Smart Gun Link 2, Gas-Vent IV, Personalized Grip, Under barrel Weight.
Ammo: XX with INC every three rounds.
Total Modifiers: -11
Pistols 8
Damage: 16D
13 10 09 05 04 04 02 01
Misfit Toy
Jun 30 2004, 08:14 PM
Minor Correction: Red Tom materialized in his ring form and is fit snuggly around Belfast's finger.
If the spirits are in surprise this pass, then I'm assuming everyone's getting to act as mentioned above. Here's the resolutions for those that need rolls.
[ Spoiler ]
Red Tom
Already resolved apparently...
Belfast
Goal: Ectoplasmic Clout at the most powerful spirit present.
Spellcasting: Ectoplasmic Clout (Force 9, Serious) (Aid Power +5, Elemental Bonus +2, Spell Pool +2) (TN 4): 5 3 11 8 4 5 5 2 11 4 13 1 1 2 2 4
TN Modifiers: Enhanced Aim (-2), Full Visibility (+0), Target Stationary (Surprised) (-1), Possible Partial Cover (+4?)
Drain Resistance Test (3S): 1 4 1 3 5 8; 4 successes (Light drain absorbed by Trauma Damper)
Boddynock (Force 5 Great Form Gnome)
Goal: Attack nearest spirit of closest Force, then if the one Bel attacked is still there, he gets the second strike if nearby, and one other nearby spirit gets the third. This is all part of the same action, and none of them gain a counterstrike since they're Surprised.
Unarmed Attack #1 (9S) (Combat Pool +3) (TN 4): 10 1 5 10 2 5 4 7
TN Modifiers: Reach 1 (-1), Full Visibility (+0), Target Stationary (Surprised) (-1), Friends in Melee (Watchers) (-2)
Unarmed Attack #2 (9S) (Combat Pool +3) (TN 4): 17 5 1 1 2 9 4 5
TN Modifiers: Reach 1 (-1), Full Visibility (+0), Target Stationary (Surprised) (-1), Friends in Melee (Watchers) (-2), Multiple Strike (+2)
Unarmed Attack #3 (9S) (TN 4): 1 7 7 1 1
TN Modifiers: Reach 1 (-1), Full Visibility (+0), Target Stationary (Surprised) (-1), Friends in Melee (Watchers) (-2), Multiple Strike (+4)
Watchers #5 and #6 (Force 5)
Goal: Joining Boddynock in battle and doing the same. Even though their attacks are likely going to be not very impressive, they're there mostly for support.
Unarmed Attack #1 (5L Stun) (Combat Pool +5) (TN 4): 3 1 10 3 4 7 1 2 3 1
Unarmed Attack #1 (5L Stun) (Combat Pool +5) (TN 4): 9 10 1 3 3 5 1 3 4 3
TN Modifiers: Full Visibility (+0), Target Stationary (Surprised) (-1), Friends in Melee (Watcher & Boddynock) (-2)
Unarmed Attack #1 (5L Stun) (Combat Pool +1) (TN 4): 3 7 2 4 4 3
Unarmed Attack #1 (5L Stun) (Combat Pool +1) (TN 4): 4 5 3 1 2 3
TN Modifiers: Full Visibility (+0), Target Stationary (Surprised) (-1), Friends in Melee (Watcher & Boddynock) (-2), Multiple Strike (+2)
Unarmed Attack #1 (5L Stun) (TN 4): 2 5 5 9 5
Unarmed Attack #1 (5L Stun) (TN 4): 1 14 7 1 9
TN Modifiers: Full Visibility (+0), Target Stationary (Surprised) (-1), Friends in Melee (Watcher & Boddynock) (-2), Multiple Strike (+4)
Tsifira (Force 5 Great Form Wood Nymph)
Goal: Accident power on the five most powerful hostile spirits remaining.
Requirements: Each spirit must make an Intelligence or Quickness (whichever is highest) test again a TN of 5. Failure indicates a loss of their next initiative pass.
Tryste (Force 5 Great Form Wood Nymph)
Goal: Engulf and batter the most powerful and most unwounded spirit still standing with roots and vines. No counterstrike due to Surprise.
Melee Attack (Quickness) (Combat Pool +2): 5 3 4 7 7 4 2 2 8 1 5 2
TN Modifiers: Full Visibility (+0), Target Stationary (Surprised) (-1), Friends in Melee (Watchers & Boddynock) (-3)
Damage: 5S Stun.
Panzergeist
Jul 1 2004, 12:54 AM
Holy crap, I didn't realize there were that many spirits. Good thing most of them were low force. If the spirits are not very close to us, then I'll just stand ready at the front of our formation and hold my action. I'll intercept the first spirit to come within 3 meters. Someone at the rear should watch behind us, in case they get smart and try to meterialize behind us.
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