Shadowrun
Shadowrun Play => Play-by-Post => Topic started by: ismilealot on <06-20-16/1122:08>
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Standard expectations : Stuff straight from the book:
Morality: While I think characters should have some disagreements over morality I'd like everyone to have the same general direction, being good. I don't want to deal with particularly evil, sick or twisted characters. Generally speaking characters should not want to leave a trail of bodies on every run. I don't expect everyone to run around with only non-leathal weapons, this is a dystopia after all, but whether it's because a character wants to avoid drawing the attention of the cops, or because they feel every life is sacred, wonton killing has heavy consequences. I'd like to avoid violent psychopaths for characters. On the flip-side and to a lesser degree I don't expect there to be many Paladins in the Sixth world. If you want to be one of those runners who's out fighting the good fight, that's great! But a character that's particularly preachy isn't gonna work well with the guy who's just there to get a paycheck. I don't expect all the characters to be best friends, but you have to have similar moral foundations in order to work with each other.
Racisim This is a big part of the Sixth World and I have no problem implementing it against you guys. And I suggest that you consider the prejudices your character might have. Whether it something as mild as thinking trolls are kinda freaky looking or that Sasquatches aren't people no matter what anyone says. Consider prejudice tied to ethnicity and gender as well. While never hitting a woman is chivalrous and great and all that, it does come with preconceived ideas. The same can be said for many ethnicities, the great ghost dance wasn't THAT long ago, maybe your character assumes all natives are magic, or maybe you have a native character who remembers that it wasn't that long ago that white-man called for the extermination of Natives and magic was the only reason it didn't happen. And as a game it's ok for your character to express in-character prejudices. However, there are two instances of Racism I don't want in our game. First nothing from players, simple as that. Racist OOC comments will make you not welcome in this game. Second is where it disrupts the flow of game overly much. An elf supremacist, might be fun to play, an elf hater might be fun to play. But, why are they in the same party together? And would they really trust each other enough to function, or stay together after this one job is over?
Violence I touched on this a bit with morality. But there are a few lines that need to go here too. Graphic detail is unnecessary. One can describe graphic violence without graphic detail and thanks to Hollywood I'm pretty sure most of us can picture something worse then what we could type out. Even then, graphic violence should have an effect on a character, much like killing. It's one thing to see a guy take a bullet or a beating. But a character finding someone who had been tortured to death after several days will at the very least be making some composure checks.
Sexuality, I've found that role-playing and being behind a character can be a great safe and interesting way to explore sexuality. I've also found a tendency for gamers to be very immature about it. So please feel free to make a character with an alternative sexuality. In a world of magic, crazy body modifications, poverty, decadency, virtual reality and survival, sexual freedom is pretty much the norm. However picking up a hooker on every other street corner, or trying to hit on every person you meet with a 6 charisma is annoying and slows down the game, so feel free to role-play the sexuality of characters with a few limitations. First no need for explicit detail, if that's what you want they have different forums for that. We're here to role-play not fap. Second there will be no IC Rape, not with force, drugs or mind control. Feel free to have it as part of your characters history but it will not happen IC. Third as with racism, I don't want to see any OOC homophobia, transphobia etc. If someone want to make an LGBT character go for it, no one here will give you drek for it, if they do they're out.
My thanks to Moneyspider for posting these excellent ground rules. While obvious to me, I'm very aware that without the obvious all sorts of drek hits the air circulation device.
First : I've also set-up, (I hope), a rolz.org room for Long Kiss Goodbye. https://rolz.org/dr?room=Long%20Kiss%20Goodbye . If the link doesn't work go to rolz.org there is a line close to the top right with Roll : Dice Room : Feedback : About. Click on Dice Room and put in your SR name or your chara name, put Long Kiss Goodbye in the Room Name box and you should be good to go. I'll be able to see your rolls when I log in, and if you click on the die to the left of your name on the line of the roll you want to show it'll make link codes so that you can post your rolls in the OOC thread.
Second. Players, please post your characters here, backstories and then sheets. I'd like characters only as the first 8 entries.
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Saving a spot for a future player.
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Saving a spot for a future player.
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Saving a spot for a future player.
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Street Name: Boyscout (I don't call myself this, those few that know and talk about me call me this) Current Status: Edge 0 of 3 Stun: 3 Physical: 0
Name: Jedediah Early
Movement: 4/8
Human Male Age 60
Height 5'9" Weight 135
Composure: 9
Judge Intentions: 10 >>>>Plus Boost (14)
Lift/Carry: 4 (15 kg/10 kg)
Memory: 7
Nuyen: $860
Career Karma: 35 (15 converted from Nuyen)
Current Karma: 11 (updated 3/1)
== Priorities == == Attributes ==
Metatype: E(0) - Human BOD : 3 INT : 6
Attributes: C(2) - 16 Attributes AGI : 2 LOG : 2
Special: A(4) - Magician REA : 1 WIL : 5
Skills: A(4) - 46 Skills/10 Skill Groups STR : 1 EDG : 3
Resources: E(0) - 6,000¥ CHA : 4 MAG : 6
== Derived Attributes == == Limits ==
Essence: 6 Physical: 2
Initiative: 7 + 1d6 >>Plus Boost & Increase Reflexes (15+3D6) Mental: 5 >>>>Plus Boost (7)
Astral Initiative: 12 + 3d6 >>Plus Boost (20+3D6) Social: 7
Physical Damage Track: 10 Astral: 7
Stun Damage Track: 11
Dodge Dice 7 >>>>Plus Boost (11)
== Contacts == == Qualities ==
Connor and Quinn Keegan (4, 2) Fixer Aged (Rating 2)
Escher (3, 2) Hacker College Education.RF
Ito Takneda (4, 3) Yakuza Lawyer Focused Concentration (Rating 1)
Mikhail Anatoli Mouskov (3, 4) PI Linguist
Rosalie Valdez (3, 2) Lead Crime Lab Technician
Samia (?/?) Talismonger
== Active Skills ==
Arcana [Initiation] : 4 Pool: 6 (8 )
Artificing :1 Pool 7
Assensing : 6 Pool: 12 >>>>Plus Boost
Astral Combat [Spirits] : 3 Pool: 9 (11)
Banishing : 6 Pool: 12
Binding [Man] : 6 Pool: 12 (14)
Computer : 2 Pool: 4 (data search is based off Int, so 8 dice for Data search) >>>>Plus Boost, plus aid from agent, plus possibly search program
Con [Fast Talk] : 3 Pool: 7 (9)
Counterspelling : 6 Pool: 12
Disguise : 2 Pool: 8 >>>>Plus Boost
Etiquette : 4 Pool: 8
First Aid : 0 Pool: 1
Intimidation : 0 Pool: 3
Leadership : 4 Pool: 8
Navigation : 0 Pool: 5 >>>>Plus Boost
Negotiation : 4 Pool: 8
Perception : 6 Pool: 12 >>>>Plus Boost
Pilot Ground V. :1 Pool: 2
Ritual Spellcasting : 6 Pool: 12
Sneaking [Urban] : 6 Pool: 8 (10)
Spellcasting : 6 Pool: 12
Summoning [Man] : 6 Pool: 12 (14)
Survival [Urban] : 1 Pool: 6 (8 ) >>>>Plus Boost
Tracking : 0 Pool: 5 >>>>Plus Boost
== Knowledge Skills ==
Area Kn: Seattle [Redmond] :4 Pool: 10 (12) >>>>Plus Boost
English [Street Lingo] : N
Russian : 4 Pool: 11 >>>>Plus Boost
Or'zet : 4 Pool: 11 >>>>Plus Boost
Japanese : 2 Pool: 9 >>>>Plus Boost
Polish :1 Pool 8 >>>>>Plus Boost
Forensics : 6 Pool: 8
Gangs : 1 Pool:7 >>>>Plus Boost
Organized Crime : 1 Pool: 7 >>>>Plus Boost
Ork Underground : 1 Pool: 7 >>>>Plus Boost
Magical Theory [Astral] :6 Pool: 8 (10)
Magical Threats : 6 Pool: 8
Parazoology [Spirits] : 6 Pool: 8 (10)
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11)) >>>>Plus Boost (15)
== Spells ==
Astral Window DV: F-3
Clairvoyance DV: F-3
Clout (cast with fetish) DV: F-5
Lightning Bolt DV: F-3
Stunbolt DV: F-3
Heal DV: F-4
Increase Reflexes DV: F
Increase Intuition DV: F-3
Improved Invisibility DV: F-1
Influence DV: F-1
Levitate DV: F-2
==Rituals==
Remote Sensing
Watcher
Bound Spirits: F6 spirit of Man with Spells Heal and LIghtning Bolt. Services Remaining: 5
Summoned Spirit: F6 Spirit of Man with Increase Intuition and Lightning Bolt. Currently sustaining Increase Intuition, 2 services left
== Commlink ==
Nixdorf Secretar Commlink Device Rating 4 (ATT: 0, SLZ: 0, DP: 6, FWL: 2)
w/program carrier mod
w/ Virual Machine, Sneak, Search, Browse, Signal Scrub, Encrypt
Cheap prepaid Comms x4
Polish Tutorsoft
== Gear ==
SINS AND LICENSE
Fake License (Magic, Combat Spells, PI) Rating 3 x3
Fake SIN (Primary) Rating 3
Fake SIN (Throwaway) Rating 1
Certified Credstick, Gold
Certified Credstick, Standard x3
GENERAL
Armor Jacket
Trodes
Micro-Transceiver
Slap Patch, Stim Patch Rating 6 x2
R3 Stim Patch x3
Contacts Rating 3
+Image Link
+Flare Compensation
+Low Light
MAGIC
Magical Lodge Materials Rating 6
Weapon Focus (Club/Cane) Force 1
Sustaining Focus (Health) Force 1
Reagents, per dram x15
Fetish (brass head on cane) (for Clout)
PI GEAR
Restraint, Plasteel x2
Restraint, Plastic x10
Flashlight, Low-light
Microphone, Laser Rating 1
Stealth Tags x10
Binoculars, Optical
Camera, Micro Rating 1 x3
Sensor Tags with microphone x4
Bug Scanner R6
Tool Kit (Forensics)
4 karma spent on Jack of All Trades
4 karma spent on Computer 0>1>2.
5 karma spent on Astral Window Spell (SG P107)
1 karma spent on Artificing >R1
5 karma spent on Increase Intuition Spell (convert from Nuyen)
5 karma spent on Watcher ritual (Convert from Nuyen)
1 karma spent on crafting Health Sustaining Focus (Convert from Nuyen)
2 karma spent to bind Health Sustaining Focus (Convert from Nuyen)
1 karma spent of Pilot Groundcraft
1 karma spent on Language: Polish, Rank 1
Shopping List:
Artisan (wood carving) R1 1 karma (2K)
Bond an F2 Power Foc 12 karma (24k)
Initiate Grade 1 13 karma (less any discount)
Spell wish list:
Locate Individual
Detect LIfe
Spatial Sense
Sterilize
Stabilize
Detect Enemy
Detect Thoughts
Clairaudience
Background: Was born in 2010 just as the world was starting to go haywire. Childhood was kinda chaotic, with my parents trying to make it seem normal. Was a boyscout for a while. Family got caught in Seattle when the US fell apart in 2014, so I grew up here. Dad worked odd jobs. We were lower middle class. Everything changed in 2022. I was on a camp out with the scouts when my best friend was attacked by dogs. I wasn't particularly formidable, but I was hitting them with my hiking stick trying to beat them off of him. I became more frustrated as I was ineffective. Suddenly, my swings with the stick started knocking them off. I had awakened and was using my magic to hurt the dogs. They ran, and I collapsed. That same best friend, while recovering from his injuries, goblinized into an ork (it was the beginning of goblinization). His family was relocated to an internment camp and I never saw them again.
The biggest change of all, toward the end of the year, my parents died in the second wave of VITAS in 2022. I was taken in by a family that my parents knew. I hid my abilities from them and tried to be normal. My foster parents owned a construction company, and I worked for them for my early adult life, rarely using my abilities. I finished high school in 2028, and worked for them from then until 2040. During this time, magic was becoming more accepted. I used the money I made and my spare time to take correspondence courses for magic.
Somewhere about 2040, when I was in beginning my 30's, I got restless and tired of the dreary, boring life, and I started developing my awakened abilities, and using them to do quasi legal jobs on the side. A brush with police put me on the outs with my foster family, and I was told to shape up or ship out. Ship out I did, and spent the next ten years working as a shadowrunner for the excitement.
Due to mysterious circumstances in 2050, I left the shadows. I spent the next 20 years living anonymously in the Barrens. I know them well, I know how to get by. At the age of 60, I'm tired of getting by, and I started working with a private investigator named Mike a couple of years ago. I have recently struck out on my own as a PI with the help of a lawyer I know. Ito Takaneshi put me in touch with some associates of his and I borrowed enough money to open up my own PI practice.
Recently spent a short stay in the hospital and rehab. I was working on a case, investigating some unusual activity, when I had a run in with a toxic mage. Toxic Mage 1, Jed 0. Trashed my car and my body. Still a little weak, but I’m down to my last 40 Nuyen, its dinner time and rent is almost due…
Contacts:
Mikhail Anatoli Mouskov: Mike is an orc of russian decent. Not part of the Vor, but has associations, partly just by being a tough guy russian. He is my mentor as a PI. My one true friend. We met while he was working a case in the Barrens. He had been caught off guard by a gang while looking for a missing person. I stepped in and helped him survive the situation. Soon after, I started working for him. Very few people know that the nickname his mother called him was Nishka. Contact made with him by commcall. Uses: physical legwork, street rumors, extra contacts, getting a beer.
Ito Takaneshi: Lawyer introduced to me by Mike. Contact made by commcall or office visit. Uses: Influence, legal help, introductions, information, Shadowrunner scuttlebut
Escher: Escher is a hacker contact that I met through Mike. We use him when we need to follow digital clues. We have never met, as he will only meet in VR. Contact is made with him through a guild in a Matrix RPG. He seems to be available 24/7, leading us to speculate that he is actually a group of hackers, or an AI, or something unusual. Uses: Information, digital surveillance
Rosalie Valdez: mid 30's Puerto Rican descent. Works as lead technician in the city's crime lab. Mike uses her to process his own forensics evidence on the sly for a fee. DNA testing, residue analysis. As lead technician, she has access to the police records system, and can provided copies of police reports off record, even the sections of the report that aren't public release. She seems to enjoy flirting with this old man, but of course she wouldn't be interested, right? Contact is made by contacting her in her Second Life matrix game. Uses: Information, forensics legwork, Background checks, possible misplacement of evidence against someone (possibility is unexplored by this character).
Connor and Quinn Keegan. Pair of Irish descent gypsy brothers who run a black market store out of a small collection of vans and sedans that set up and various locations in the Barrens (abandoned warehouses, parking garages, etc). They put an add in the classifieds each day in code to tell their customers where they set up. Always seen together, Connor does the business and speaks with a strong Irish accent. Quinn takes care of security, and is quiet and moody. Funny thing is that when he talks, he has no accent. Contact: call is placed to an answering service, and then Connor or one of his assistants will call you back. Delivery is possible for a fee, depending on the item and your location. They will not deliver to Bellvue or Downtown due to security risk. Uses: Gear, jobs, information, more contacts.
(http://i.imgur.com/D5cXasZ.jpg)
(http://i.imgur.com/HpJmDYD.jpg)
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Updated Character sheet - I'll try to find the story I've written.
Few things:
1. Marco is in the process of acquiring the spiritual adept way - it is already factored in.
2. I gave him 1 point of assensing and paid the karma. (should happen once his ability stabilizes.
How long is this chapter since DN was concluded?
== Info ==
Name: Marco Black Alias:
Elf, M Movement: 12/24
165, 65 Composure: 11
Street Cred: 6 Judge Intentions: 13
Notoriety: 0 Lift/Carry: 6 (45 kg/30 kg)
Public Awareness: 2 Memory: 5
Karma: 55 Nuyen: 12180
Age: 20 Skin:
Eyes: Hair:
== Priorities ==
Metatype: C(2) - Human, Dwarf, Elf, or Ork
Attributes: A(4) - 24 Attributes
Special: A(4) - Magician or Technomancer
Skills: E(0) - 18 Skills/0 Skill Groups
Resources: E(0) - 6,000¥
Bonus Skill: Spellcasting
Bonus Skill: Summoning
== Attributes ==
BOD: 3 CHA: 8
AGI: 6 INT: 5
REA: 5 LOG: 2
STR: 3 WIL: 3
EDG: 4 MAG: 11 (6)
== Derived Attributes ==
Essence: 6 Initiative: 10 + 1d6
Physical Damage Track: 10 Rigger Init: 10 + 1d6
Stun Damage Track: 10 Astral Init: 10 + 2d6
Physical: 5 Matrix AR Init: 10 + 1d6
Mental: 4 Matrix VR Cold Init: 5 + DP + 3d6
Social: 9 Matrix VR Hot Init: 5 + DP + 4d6
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Astral: 9
== Active Skills ==
Artificing Base: 0 + Karma: 2 = 2 Pool: 11
Assensing Base: 1 + Karma: 0 = 1 Pool: 8
Automatics (Machine Pistols) Base: 0 + Karma: 6 = 6 Pool: 12 (14)
Binding Base: 0 + Karma: 1 = 1 Pool: 10
Con Base: 0 + Karma: 4 = 4 Pool: 15
Disguise Base: 1 + Karma: 0 = 1 Pool: 7
Etiquette Base: 0 + Karma: 1 = 1 Pool: 12
Impersonation Base: 0 + Karma: 1 = 1 Pool: 12
Intimidation Base: 1 + Karma: 0 = 1 Pool: 12
Negotiation Base: 0 + Karma: 1 = 1 Pool: 14
Palming Base: 1 + Karma: 0 = 1 Pool: 7
Perception Base: 1 + Karma: 0 = 1 Pool: 8
Sneaking Base: 1 + Karma: 0 = 1 Pool: 7
Spellcasting Base: 0 + Karma: 6 = 6 Pool: 15
Summoning Base: 0 + Karma: 6 = 6 Pool: 15
== Knowledge Skills ==
Alcohol Base: 2 + Karma: 0 = 2 Pool: 7
Area Knowledge: Seattle Base: 2 + Karma: 0 = 2 Pool: 7
Art Base: 2 + Karma: 0 = 2 Pool: 7
Cooking Base: 1 + Karma: 0 = 1 Pool: 6
English N
Fashion Base: 2 + Karma: 0 = 2 Pool: 7
History Base: 2 + Karma: 0 = 2 Pool: 7
Italian Base: 4 + Karma: 0 = 4 Pool: 9
Magical Theory Base: 3 + Karma: 0 = 3 Pool: 5
Music Base: 3 + Karma: 0 = 3 Pool: 8
Or'zet Base: 1 + Karma: 0 = 1 Pool: 6
Polish Base: 0 + Karma: 0 = 1 Pool: 6
Russian Base: 0 + Karma: 0 = 1 Pool: 6
Sperethiel Base: 1 + Karma: 0 = 1 Pool: 6
== Contacts ==
Bishop Gabriel (CON: 4, LOY: 1)
Doctor Nagashiri (CON: 3, LOY: 1)
Jimmy Things (CON: 4, LOY: 2)
Melenia 'Lady' Adams (CON: 4, LOY: 2)
Munchkin Meshup Gang (CON: 3, LOY: 1)
SW/SS (CON: 3, LOY: 4)
== Qualities ==
Day Job (10 hrs)
Driven
Jack of All Trades Master of None
Low-Light Vision
Mentor Spirit (Peacemaker)
Mystic Adept
SINner (National) (Italy)
The Spiritual Way
== Spells ==
(Tradition: Christian Theurgy, Resist Drain with WIL + CHA (11))
Detect Life, Extended DV: F-1
Heal DV: F-4
Improved Invisibility DV: F-1
Levitate DV: F-2
Mind Probe DV: F
Mindlink DV: F-1
Opium Den DV: F-1
Physical Mask DV: F-1
Shapechange DV: F-3
Trid Phantasm DV: F
== Powers ==
Astral Perception
Attribute Boost (AGI) Rating: 1
Authoritative Tone Rating: 3
Cool Resolve Rating: 3
Enhanced Perception Rating: 2
Facial Sculpt Rating: 1
Kinesics Rating: 3
Linguistics
== Lifestyles ==
Medium 1 months
== Armor ==
Actioneer Business Clothes 8
Armor Jacket 14
+Electrochromic Clothing
+Faraday Pocket
+Fire Resistance 6
+Gel Packs
+Illuminating
+Nonconductivity 5
Ballistic Mask 2
Chameleon Suit 9
Helmet 2
== Weapons ==
AK-97
+Gas-Vent 3 System
+Shock Pad
+Smartgun System, External
Pool: 12 Accuracy: 7 DV: 10P AP: -2 RC: 6
Ares Crusader II
+Gas-Vent 2 System
+Quick-Draw Holster
+Shock Pad
+Smartgun System, Internal
Pool: 12 (14) Accuracy: 7 DV: 7P AP: - RC: 5
Grenade: Smoke
Pool: 5 Accuracy: 5 DV: (10m Radius)AP: - RC: 2
Unarmed Attack
Pool: 5 Accuracy: 5 DV: 3S AP: - RC: 2
== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1) x2
== Gear ==
Ammo: Regular Ammo (Machine Pistols) x50
Ammo: Regular Ammo (Assault Rifles) x50
Ammo: Stick-n-Shock (Machine Pistols) x50
Ammo: Stick-n-Shock (Assault Rifles) x50
Autopicker Rating 6
Chisel
Crowbar
Fake SIN (Marco Black) Rating 3
+Fake License (Chemelion Suit) Rating 1
Flashlight, Low-light
Glasses Rating 4
+Vision Enhancement Rating 3
+Smartlink
Grenade: Smoke x5
Medkit Rating 6
Power Focus (Bonded Foci) Rating 3
Sequencer Rating 3
Tutorsoft (Sneaking) Rating 6
Tutorsoft (Gymnastics) Rating 6
Tutorsoft (Pilot Aircraft) Rating 6
Tutorsoft (Disguise) Rating 6
Tutorsoft (Perception) Rating 6
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Reserved for when my PC isn't on a moving truck somewhere...
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(In Progress)
Character: Arc
== Background ==
"They tell me there's a whole grand world out there, all sorts of different peoples and cultures, cities, countries, the like. I wouldn't know anything about that; Seattle's been my home all my life. Born to a couple corp parents that survived Crash 2.0? Not many could be so lucky, though it would seem I wasn't meant for that life either. I can't remember when it happened--I think I was 7 or 8 at the time--but the complex we lived in got wrapped up into some drek-all turf war. Fires started, bullets flew, building collapsed. I watched my dad choked to death, buried under rubble, my mother dragged away by a couple thuggy-looking orks. Last thing I ever legitimately saw, actually, was a pair of hands reaching to pull me out...big meaty ones too, that smelled bad, and then I must have blacked out.
When I awoke, the first thing I noticed was the blackness. And then the hurt. A click, and then I saw things again, though it was..different, like watching a trid. Focusing made me hurt, but I realized I was in some kind of room. There was blood, I think it was mine. Painful waiting phooped, and then there was someone. A troll, big one at that. Introduced himself as Lupo, and that he ran some gang called Night Howlers. Fed me some sob story about his regret my family got pulled into this drek, and that my eyes got burnt up in the fire. I don't believe one bit of that, but as it were, he put in new eyes for me, and that meant I owed him. And so, I became a Howler slave, doing all the menial drek no one else cared for. It was not fun. Street living, feeding off of gang scraps, the beatings the legit members gave me. I learned young how to fight, how to shoot a gun, younger than most should be. I dunno if it was fate that turned me around, but a few years after my true talent was discovered.
I was good with machines: Weapons, cars, other drek. Lupo learned of it when I was playing with a bricked Honda and somehow got the engine working. Since I became useful, I got upgraded from "slave" to "member quality, but still a slave", seeing as I still had a "debt" to pay. I was still drek to them, but I served a purpose, and Lupo made sure to apprentice me under their mechanics, honing my talent. Once i hit 14, they actually brought me out for jobs, driving the getaway cars and working my magic with field fixes. Several jobs turned hairy, so it was lucky I knew how to work a wheel...if our opposition didn't geek me, the Howlers would have for my screw up. I even picked up a few ordinance tricks...gangs like explosions, so my favor went up in their books. Lucky me. Finally, when I hit 19, after a fairly successful and profitable raid, Lupo gave me my freedom...though I feel like he wouldn't hesitate to put me in his debt again with a needed favor.
On my own, with what little cut I was given from the last job, I made my own life in the sprawl. You'd be surprised how easy it is to find work making discount repairs for the lower class. Before I knew it, I had my own flat, and a shop to do my work in. Did some digging, learned my past, discovered that my real birth SIN registered me a dead. Score one for investigative thoroughness, eh slitches? I knew a buddy from the Howlers that didn't hate my guts, and he hooked me up with a SIN to do work in. Then the work was coming to me, legit mostly, though I did become a bit of a hit with the local runners. If I didn't know any better, I'd say that I've integrated with the locals almost, but I know better. I was raised a Howler, though I do my best to keep that instinct down. I make sure to work and talk with a smile on my face. After the drek I've been through, what else can you do but be positive?"
After Lullabye and Goodnight:
"Life takes interesting turns. I was content with scraping up my living fixing cars on the dime and fending off those who wanted to remind me whose heel I was scraped from. But when a blood spirit led by a crazy hoop mage slitch comes waltzing around geeking people, I felt a pull to do something. Which was weird, because I hardly believed I had any useful skills to share to do the kind of drek I did. But somehow I pulled it off. Got the Howlers pointing in the right direction to get some muscle going, and even got the bonus of losing a few of them to the thing. Built a sensor net out of scrap parts and chewing gum, though I gotta get better at that. Practically gave my life defending this hood. Hell, I might as well have. Lost my arm in the explosion. But I gained some drek for it. I have new eyes that make me look...well, normal. A replacement arm to still be useful. I'm now a rigger, though that is some wicked crazy drek to get used to. And friends. Genuine friends, who looks like I'll be working with.
Stepping into the shadows...let's hope I hit the ground running."
After Date Night
"Frag alive, and here I thought dealing with a blood mage and spirit was crazy enough. The job was supposed to be pretty simple. We was local heroes, in the money and lookin' to spend it all, so we got fancy threads and went to party. Place was happening, but we was told it was shady...and after a few of us (including a good friend, and our employer to boot) went missing, things got hairy. We weren't sure how to proceed, but came to the decision: instead of just taking a peek, we dug up the dirt on this Stardust. And to do that, we had to go in deep.
For my new blood sister, it was easy, but dangerous. A VIP of the club took interest in her, and she dove into a deep spiral of drugs and partying, all the while getting dirt on other VIPs with pull in the operation. And then throw in a hitjob of some scientist and you got a bad mix with a killer edge. The new guy that Sam paired us with, Marco, was infiltrating the ranks, and somehow these two keebs are finding love. Well, more power to them, eh? Meanwhile, I'm playing the broke slitch with a need for quick jing, and a partner of the Dust from my streets just happened to be offering work. Opportunity? I think so.
And I got my hoop to work. First job? Bust up a drug operating ring that's been undercutting. Well, a special drug made specially for this club seemed like a good op to collect for evidence for when our employer's feds cut in (lucky guess on our part), so I jumped on it. I was able to pull some strings, and got a crew of street urchins in, cut from the same cloth I was, led by the best stealth bunny I know. And it was in this crew that I somehow picked up a pupil of sorts. Young teen chick that goes by Firefly, turns out to be a pretty slick Decker and a mojo slinger to boot. Wiz, and definitely had more stock...and taking out this drug up likely woulda gone way to drek if she wasnt along. So, I invested. Helped her with her debt that she apparently had, nailed her in with a new deck.
Right about this time I got a new friend to get in this crew. Troll about my age, goes by Tuskaloosa. Smart with engines, honest heart, I took a liking to her. Best part is I got both of their skillsets to help with a job lined up for later...and they both proved themselves in one last ride for the Dust. I was able to snag a mage they were wanting...and that was a harsh lesson. Got the mark, but trashed my car and two of us in the process. Nearly bought it twice. I need to not make a habit of that, I guess...frag it. But, we got what we needed, and the Dust is history...but not with a few scars of several kinds.
Now, things are going to be interesting. There have been changes made in most all of us...some more physical than others, if my new tusks have anything to say about it. The long hours are spent getting ready...and building trust. For if we're going to go to Europe to geek a buncha hoops, I wanna be sure this team is tight...or I don't know if I can get everyone home...
Oh right, there was one more thing that may be a bit important. Just a wee bit..I have a Vrukart! To keep him safe, I ain't namin' any names, but nontheless i got one. I couldn't be happier too. He respects my work and knows that what I do is for a good reason. Even still, he worries, and while it's weird to think about it, someone worrying over me seems like a nice change. He keeps me balanced now..and helps me think that not all of this is drek and shadow. He's family to me now, part of me. I will be going home after this mission. I will not accept anything less"
== Info ==
Street Name: Arc
Name: Tessa Preishan
Movement: 10/20
Karma: 11
Street Cred: 6
Notoriety: 0
Public Awareness: 0
Human Female Age 21
DOB: 01/23/2054
Height 5'1" Weight 152 lbs
Composure: 6
Judge Intentions: 6
Lift/Carry: 7 (45 kg/30 kg)
Memory: 9
Nuyen: 32,280 Personal, 21,000 pooled w/ Yelena, 24,084 net (GG job),
== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: E - Mundane
Skills: C - 28 Skills/2 Skill Groups
Resources: B - 50,000¥
== Attributes ==
BOD: 5
AGI: 5 (7 w/Right Arm)
REA: 5
STR: 3
CHA: 3
INT: 3
LOG: 6
WIL: 3
EDG: 4
== Derived Attributes ==
Essence: 3.84
Initiative: 8 + 1d6
Rigger Initiative: 8 + 1d6
Astral Initiative:
Matrix AR Initiative: 8 + 1d6
Matrix Cold Initiative: 3 + DP + 3d6
Matrix Hot Initiative: 3 + DP + 4d6
Physical Damage Track: 12
Stun Damage Track: 10
== Limits ==
Physical: 5
Mental: 6
Social: 5
Astral: 6
== Active Skills ==
Aeronautics Mechanic : 1 Pool: 7
Animal Handling : 0 Pool: 2
Archery : 0 Pool: 4
Armorer : 3 Pool: 9
Automatics : 2 Pool: 7
Automotive Mechanic : 5 Pool: 11
Blades : 0 Pool: 4
Clubs : 0 Pool: 4
Computer : 1 Pool: 7
Con : 2 Pool: 5
Cybercombat : 0 Pool: 5
Demolitions : 2 Pool: 8
Disguise : 0 Pool: 2
Diving : 0 Pool: 3
Escape Artist : 0 Pool: 4
Etiquette : 1 Pool: 4
First Aid : 0 Pool: 5
Forgery : 0 Pool: 5
Free-Fall : 0 Pool: 3
Gunnery : 4 Pool: 9
Gymnastics : 2 Pool: 7
Hacking : 0 Pool: 5
Hardware : 3 Pool: 9
Heavy Weapons : 0 Pool: 4
Impersonation : 0 Pool: 2
Industrial Mechanic : 1 Pool: 7
Instruction : 0 Pool: 2
Intimidation : 0 Pool: 2
Leadership : 0 Pool: 2
Longarms : 0 Pool: 4
Navigation : 1 Pool: 4
Negotiation : 1 Pool: 4
Perception : 2 Pool: 5
Performance : 0 Pool: 2
Pilot Ground Craft : 5 Pool: 10
Pilot Aircraft :2 Pool: 7
Pistols : 3 Pool: 8
Running : 2 Pool: 5
Sneaking : 1 Pool: 6
Survival : 0 Pool: 2
Swimming : 0 Pool: 2
Throwing Weapons : 3 Pool: 8
Tracking : 0 Pool: 2
Unarmed Combat : 3 Pool: 8
== Knowledge Skills ==
Architecture : 1 Pool: 7
Area Knowledge: Seattle : 2 Pool: 5
Engineering : 4 Pool: 10
English : N Pool: 0
Firearms : 2 [Design] Pool: 8 (10)
Gangs : 2 [Seattle] Pool: 5 (7)
Or'zet : 3 Pool: 6
Sprawl Life : 2 Pool: 5
== Contacts ==
Hrock (3, 2)
Lupo (2, 1)
Ralphie Mastch (3, 1)
Sam Webster (5, 2)
Chop-Shop Munchkins (3,1)
Dr. Samuel Brotherton (...)
TriggerT (...)
Jaime (N/A)
== Qualities ==
Addiction (Mild) (Smoking)
Juryrigger
Quick Healer
Social Stress (Loss)
== Lifestyles ==
Ground-level Shop (shared), Rent due Mar. 01, 2076
== Cyberware/Bioware ==
Control Rig Rating 1
Cybereyes Basic System Rating 1
+Image Link
+Smartlink
Obvious Full Arm (AGI 5 (7), STR 3, Physical 5) (Right)
+Customized Agility Rating 5
+Augmented Agility Rating 2
+Drone Launcher
+Tool kit
== Armor ==
Armor Jacket 12
Armor Vest 9
Chameleon Suit 9
Clothing (Work) 0
Clothing (Street) 0
Cold Weather Suit (6 sets)
== Weapons ==
Ares Predator V
+Concealed Quick-Draw Holster
+Smartgun System, Internal
+Spare Clip
+Spare Clip
+Spare Clip
Pool: 8 Accuracy: 7 DV: 8P AP: -1 RC: 1
Grenade: Fragmentation (Aerodynamic)
Pool: 8 Accuracy: 5 DV: 18P(f) (-1/m) AP: +5 RC: 1
Grenade: High Explosive
Pool: 8 Accuracy: 5 DV: 16P (-2/m) AP: -2 RC: 1
Ingram Smartgun X
+Smartgun System, Internal
+Sound Suppressor
+Spare Clip
+Spare Clip
+Spare Clip
+Spare Clip
Pool: 7 Accuracy: 6 DV: 8P AP: - RC: 3
Shock Gloves
Pool: 8 Accuracy: 5 DV: 8S(e) AP: -5 RC: 1
Unarmed Attack
Pool: 8 Accuracy: 5 DV: 3S AP: - RC: 1
Yamaha Pulsar
+Smartgun System, Internal
Pool: 8 Accuracy: 7 DV: 7S(e) AP: -5 RC: 1
== Commlink ==
Essy Motors DroneMaster (ATT: 0, SLZ: 0, DP: 4, FWL: 4)
+Autosoft (Clearsight) Rating 4
+Autosoft ((Shia) Maneuvering) Rating 4
+Autosoft ((Shia) Stealth) Rating 4
+Autosoft ((MCT) Maneuvering) Rating 4
+Autosoft ((MCT) Stealth) Rating 4
+Autosoft ((MCT-Nissan) Targeting) Rating 5
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
+Hot Sim Module
== Gear ==
Ammo: APDS (Sniper Rifle) x40
Ammo: Gel Rounds (Heavy Pistols) x30
Ammo: Regular Ammo (Assault Rifle) x250
Ammo: Regular Ammo (Heavy Pistols) x65
Ammo: Regular Ammo (Sniper Rifle) x120
Ammo: Regular Ammo (Submachine Guns) x288
Ammo: Taser Dart (Tasers) x36
AR Gloves
Certified Credstick, Platinum x1
Certified Credstick, Gold x3
Certified Credstick, Silver x5
Certified Credstick, Standard x8
Chisel
Cigarettes
Commercial Explosive Rating 5 x12
Crowbar
Datachip x10
Detonator, Blasting Cap x3
Fake License (Concealed Carry Permit) Rating 2
Fake License (Driver's License) Rating 2
Fake License (Explosives License) Rating 2
Fake License (Firearms License) Rating 2
Fake License (Restricted Cyberware License) Rating 2
Fake SIN (Lauren Summers) Rating 3
Flashlight, Infrared
Goggles Rating 3
+Thermographic Vision
+Vision Enhancement Rating 2
Grenade: Fragmentation (Aerodynamic) x3
Grenade: High Explosive x5
Earbuds Rating 2
+Audio Enhancement Rating 2
Medkit: Rating 6
Micro-Transceiver
Respirator, Rating 4
Restraint, Plastic x20
Security Tags x30
Slap Patch, Stim Patch Rating 4 x3
Slap Patch, Trauma Patch x2
Survival Kit
Tool Kit (Armorer)
Tool Kit (Demolition)
Tool Shop (Mechanic)
Trodes
== Vehicles ==
GMC Universe (Van)
+Manual Control Override
+Metahuman Adjustment (Troll)
+Metahuman Adjustment (Elf)
+Metahuman Adjustment (Elf)
+Morping License Plate
+MultiPainttm System
+Passenger Protection System Rating 6
+Rigger Interface
+Sensor Array Rating 2
+Spoof Chips
+Valkyrie Module
+Winch, Standard
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
MCT Fly-Spy (Minidrone)
+Sensor Array Rating 3
MCT-Nissan Rotodrone (Medium Drone)
+Sensor Array Rating 3
+Smartsoft
+Weapon Mount (Pop-Up) (Remington 950)
+Smartgun (internal), Silencer, 120x Regular ammunition (or 40x APDS)
MCT-Nissan Rotodrone (Medium Drone)
+Sensor Array Rating 3
+Smartsoft
+Weapon Mount (Pop-Up) (Ares Alpha)
+Smartgun (internal), Silencer, 250x Regular ammunition, 6x HE grenades
Shiawase Kanmushi (Microdrone)
+Sensor Array Rating 3
Shiawase Kanmushi (Microdrone)
+Sensor Array Rating 3
==Physical Appearance==
(http://i1282.photobucket.com/albums/a536/Sgtboomcloud/ref2_zpse3ms1etf.jpg)
==Matrix Persona==
(http://i1282.photobucket.com/albums/a536/Sgtboomcloud/Arcorkpersona_zpsuiqebdor.jpg)
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Agree with you, Irish. I mentioned the same things to him and I think that is why he put the post in a spoiler. He might be planning on editing it a bit. I hope.
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Smiles,
Initiation is an extended test of one month. Do you think that after this chapter there will be a hand wave time of a month (like our recent ten day downtime)?
If not, Can we say that Jed is working on initiation in pieces, and start keeping track of a day here, day there, week there towards an initiation?
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I would like to start adding a day of the week and time of day to my posts. What day of the week are we on?
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Tues. Dec 31, 2075
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The late posting in the last thread led to some confusion about Marco's state. I'll edit my posts to include some comments about him being missing.
Gil, if anything is counter to what you intended, let me know.
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"All the Polish your grandmother didn't teach you.". ;D. I love it!
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;D
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All of my posts have been edited.
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I'm not always getting notices for new posts.
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Text of my Astral Window spell for DM reference.
These spells are advanced versions of Clairvoyance (p. 286, SR5) and Astral Clairvoyance (p. 106) that allow the caster to grant a subject the ability to see or assense through mana barriers (which normally stop Clairvoyance and are opaque on the astral). If the barrier does not resist the spell with its Force, the subject can see/assense distant scenes through the barrier as if physically or astrally present within the sensory range of the spell. Magicians cannot cast spells at targets they see using these spells. Casting these spells does not alert the creator of the mana barrier. Mana Window bypasses mana barriers on the physical
plane with its clairvoyant physical sight. Astral Window bypasses astral mana barriers with its clairvoyant assensing. The caster must touch the subject of the spell, and for Astral Window the subject must be astrally active.
I edited my previous post based on Smiles info of warding.
Hang in there Boom
Smiles, Jed is going to scout a little. If each room is a separate mana barrier, each one gets a roll against my casting hits of 5. Normally a clairvoyance spell gives you your hits as a limit for perception or assenssing. This spell simply says if the barrier doesn't beat your roll, you can see past it to the range of your spell. F5 x Magic 6 gives me a range of 30 meters, or about 90 feet. Not sure what I can see with that.
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Here is the text of the Concealment power.
CONCEALMENT
Type: P Action: Simple
Range: LOS Duration: Sustained
Critters with this power can mystically hide themselves, other people, or things that someone else is seeking. Concealment subtracts a number of dice equal to the critter’s Magic from any Perception Tests to locate the concealed subject. Concealment can be used simultaneously on a number of metahuman-sized targets equal to the critter’s Magic, or a number of much smaller targets (cats, babies, rats, etc.) equal to the critter’s Magic x 5. Concealed subjects can see each other if the critter allows it. The effect lasts until the target is spotted or the critter stops sustaining the power.
So it tries to conceal you from someone seeing you. RAW it says Perception. Would you allow it to work on a mage using assenssing to scout? The idea being that the dice pool modifier applying to the assensing test to "see " us in the first place. Once we are seen, it wouldn't provide the modifier to read auras or what have you.
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Sorry Irish, hiding from a mage using assensing to scout is a different spell. And sorry I didn't answer this before now. The SR forums wouldn't work for me last night and I didn't have the energy to stay up until they did.
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I didn't know there was a spell for that. That's why Inwas searching spirit powers. How would you hide from an assessing Mage (other than metamagic)?
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I do not know any spell that lets you do it. There is a ritual - astral doppelganger.
False impression changes your aura, but it is a sustained spell so unless you have extended masking - well good-luck hiding the spell itself.
basically avoiding assensing is a bit out of our league it is for initiated mages. But like I said, not all answers are magic. If you place yourself in a crate for example than nobody can assense you, physical objects are barriers in the astral as well.
Inside a car is the same thing - the glass blocks your sight in the astral. Wards are needed to close down openings, doors windows and so forth - assensing mages cannot go out of doors, walls and so forth.
The final option is to subdue the observer, from the astral with spirits. You cannot hide but neither can them. Marco brought five bound spirits to this gig. Not super powerful spirits but still a projecting mage is going to struggle with so many spirits trying to knock it out. (and there are summoned spirits).
if we knock out a projecting mage - he cannot warn anyone of what happened. A spirit on the other hand, is not necessarily going to be able to understand what it sees, so it sees an awakened but it is expected that Nikolai has an awakened. They need both mundane sight and astral sight to match the aura to the face.
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Ok. I follow you on all counts. Tiny addition. A projecting Mage can poke his face all kinds of places to see behind things.
Those spirits would have to knock him out before he acts. Otherwise he can return to his body or if assessing just yell. I have one bound, but it's a spirit of Man, so not much for attacking. My summoned spirit is also man, but can swap for Fire if needed. We can collaborate for your summoned and bring it in over 6 force. He may have spirits as well.
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Well, returning to the body is a complex action. So you get at least one round to knock him out.
The pretty thing is that every spirit is almost the same when it comes to fighting in the astral.
So I think that if Marco waits for Tsina in a vehicle with closed doors, he cannot be assensed. As the windows and windshield are not transparent in the astral. (he can be assensed with Jed's spell - but well every plan has a possible counter plan). This solves the problem without violence to the best of our character abilities.
Socially, having Marco waits inside a vehicle for a meet is not unreasonable, perhaps it is too cold outside for example.
Marco can step out of the car once Jed verify that nobody is assensing him. Or even convince Tsina to get in for a quick chat.
Having Tsina enter the car is appealing as once Yelena and Nikolai take her out, we are already in a car - and do not need magic to escape.
Even if the plan fails and Tsina has a gun on poor Marco, he can reliably claim that they are leaving scene to save her life and to bluff his way out of it. I mean once your passenger get shots it is very reasonable to get the fuck out of there. Perhaps, Arc should do the driving?
I mean Nikolai's plan involves mass combat and we simply are not the shadowrunners to participate in such a thing. (augmented Yelena aside).
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Verify that no one is assensing? That is undetectable. Like looking at someone. It isn't a spell...
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We can find the mage, check that he is not dual natured. Then decide if to leave car, but as I do not understand the plan I am not sure how we fit in.
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Woot. You guys are still going. Thats awesome!
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Thx Trisk. :) !
Gilga, I never expected y'all to accept Nicolai's plan. That would be like players actually going along with the GM and a complete break with gaming tradition lol. Yes, he proposed a plan. Is it the best plan? Nope, it's just one plan and I always expected you guys to come up with your own. But, just like Nicolai's plan has a few "lost in translation" elements for you. Yours has some lost in translation elements for me. So, I need you to explain step-by-step what your plan is along with the timing and what part each of you will play in it.
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Jed is feeling overwhelmed by the situation. He doesn't like that we are waiting for them to come to us, since he can't control or easily scout the train as it is coming in. At this point he is not concerning himself with the slaves, mainly because he is hyper focused on bringing Yelena and Arc ( and now Blackbird) out of this. His two main focuses are neutralizing the enemy mage, and watching for a double cross from Nicolai.
In regard to the mage, I'm planning on using my astral sense spell to look into the train as it is pulling in, focusing on identifying awakened, and counting bad guys (based on ugly aura's) in that order of priority. Smiles, the range is Force x Magic, so I'll cast at Force 8 to get about 150 feet of range. The idea being that I'll be holding the sense at its limit down the track, and watching for the train, and then matching the speed coming back to scout the train. The last 150 feet it should be slowing down, I'll let you decide how much time I actually have to scout. I can't project, because it would leave my body vulnerable, and potentially let the enemy mage see me scouting.
I have two F6 spirits of man, and one is bound. The summoned one has two spells: Increase Intuition (which it is sustaining on me) and Heal. The bound spirit has Heal. I don't remember the other spell I chose when I bound it. Smiles, can I choose now, or am I out of luck? The summoned spirit will be given instructions to protect Yelena when the shooting starts. I'll be asking it to interpose itself between Y and the gunfire, since it may be able to shrug on many of the shots. If Yelena is hurt, it is two heal her. My deal with him will be that those two tasks will fulfill all obligation. I realize he may refuse to shield Yelena. I'm hoping to convince it. The other will be standing by with orders to attack anyone awakened on the train (I'll choose to have the bound spirit know lightning bolt or clout if you allow).
I'll set up my micro cameras down the tunnel, and in the entrance behind us and the agent on my commlink monitor them for anyone entering either way. Smiles, I'm posting the text of my commlink to make sure this agent can do that. I know the did an erratta so that this agent can't hack, but I'd like to make sure you agree that they can monitor a video feed for me.
Text of the description of my commlink: "Are you constantly confused and lost? Does your file directory look like your commlink was the sole victim of the Crash 3.0? Worry no more, because the Nixdorf Sekretar has your back. It has a built-in Rating 3 agent that will organize your calendar, your files, your work, and (with the Liebesekretär upgrade) your love life.*"
For this op, I'll return to using my armor jacket. I'll stand behind any cover I can find. If I'm shot at I'll go defensive and give up a pass. This would make my dodge pool 16. I'll have an F1 Health focus active and an F1 weapon focus active (my cane).
When we leave the compound, I'll message the contact from Mike for the coyote. Introducing myself and asking the price to evac the four of us back to Seattle, or at least out of here, which will also let him know where we are currently located.
Spirit Stats: B:7 A: 6 R:8 S:4 W:6 L:6 I:7 C: 6. Materialized it has immunity to normal weapons. The modified damage of normal weapons must exceed 12 to affect it at all. If it affects it at all, resistance test is dice pool of 19, with an additional 6 automatic hits.
In short, I'll accept whatever plan Blackbird and Nicolai agree on. Blackbird should know what I'm capable of.
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Take into consideration that Yelena had underground dramatic aumentations and is probably the least likely to die at a gunfight. She has Titan bones and orthskin that gives her +10 dice to resist damage, and reaction enhancers that help with initiative/dodge.
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That sounds reasonable Irish.
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Jed is feeling overwhelmed by the situation.
He ain't alone, buddy :P It's why Arc is busying herself with the jamming grenade. Something she can grasp, work with, do. Beats wrapping her head around this big picture drek :P
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I think I've imagined a different physical scene at the location. You said train, and I was picturing a subway, hence a tunnel. Marco is talking about an office and cars and such. Smiles, can you describe (IC or OOC) what the layout of the meet will be?
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Yes, I imagine a frozen outdoors train stop with a couple of wooden structures. I mean, with all the shooting and slave trading it is very odd to do it in the middle of a city with subway. I will edit if it is underground. (it also changes some of our assumptions about sniper rifles and stuff).
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Train is underground for a large part of its run. It emerges from a tunnel to continue the last post of its trek outdoors. That said, it's not a subway. It is a traditional modern train for this job. Sorry, sometimes I forget you guys can't see into my head.
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Smiles, as I posted, I am using my mana window spell to assense the area (not projecting, so no body to be seen) before we walk in.
I got 5 hits on the assensing test to scout the area.
Going to maintain the spell.
By the way, sustained spells on me are: Increase Intuition cast and sustained by my summoned spirit (F6). Increase reflexes (F1 with reagents for limit) sustained by my focus. Mana window (F8) sustained normally.
I also have my weapon focus active (cane). So that's 3 spells and two active foci (F1 both). As long as I'm hidden, I'm good, but once I move out of the building, its going to look like the archangel Michael showed up.
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My post has been edited due to info on the mage split into two posts
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Quote for a discussion with Smiles on indirect combat spells: Taken from SR5 p.283 COMBAT SPELLS --->Indirect
"...The spell then is launched with an Opposed Test that pits the magician’s Spellcasting + Magic [Force] versus the target’s Reaction + Intuition, kind of like shooting a gun (in this case with bullets made of acid, or fire, or something equally unpleasant to be hit by). So you don’t really need to be able to see the target—you can cast these spells blindfolded or with artificial image enhancement— as long as you’ve got a clear line of fire. "
The section doesn't address any modifiers to the attack roll, such as range, obscurement, cover etc. Just wanting to make sure we are all on the same page. For the record Smiles, I'm presenting this as how I understand. This is your game, and a simple "I don't think it should be that way" is sufficient.
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Since this does not work in the same way direct spells do, and thereby bypasses those game balancing limitations I think that it's fair to impose some of the same limits that a gun has in terms of cover, obscurement etc with this exception. You may target up to the long range of a sniper rifle, Yelena's will do nicely for it's range, without any range penalty whatsoever. But, past that I'm going to say the magic just disappates. ie you will not be able to take any penalties to dice in order to try and hit the target.
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Thank you for looking at it smiles. To match the sniper in damage I'd have to cast at a force guaranteed to cause drain. The highest I could do is a Force 12, which is 12s + net hits, with an AP of -12. But I'd be resisting 8 physical damage that way. A sniper can do 11-14P with an AP of -7 to -9.
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Irish if he is out of range just let Yelena pop him. I mean, he is just floating around in the middle of the sky, no obsticles, no cover no where to hide - a kill zone. No drain for sniper rifle and he might not even be aware of Yelena's attack as a sniper can see with his little telescope further away than a human can with the naked eye. Just saying - just because someone is a mage does not mean we need to 'mage' him to death.
To top your problems - he also get to have spell defense.
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Smiles clarified that I saw him projecting.
I'm hoping to keep my presence hidden and hope he fails his surprise roll, ie, no defence. Also, I'm not planning on casting at F12. I can use reagents to limit hits so its only stun damage, but not currently planning that. I'm going to do that. May send my spirit after him then snipe him while he's busy. Trying to figure out where to stage myself. I'm lit up like a Christmas tree and I don't want him to see me.
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I'm not actually projecting. I'm using the mana window (or astral window, I forget). It is a divination spell that lets you use your assensing at a distance (currenly cast high enough to get 150 feet of range. After the run in with the dragon, I wanted to be able to scout without putting myself out there. Its perfect for this though, as I would otherwise been spotted by the mage.
Maybe we could finish him off before he called for help. I suggest waiting until Tsina is off the train, in case the mage is there and someone notices he isn't breathing.
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Yelena's scope gives her a reduction in range modifiers, too. If you advise, we can make the mage the first target. Yelena plans on firing once from her current position then leaving for her next one. She is thinking that Tsina would have prepared for the eventuality of some sort of betrayal and has placed explosives in the most obvious locations. It would be nice to be wrong, but Yelena has not lived this long by believing her targets are stupid. Tsina has had quite a bit of time to have preparations in place.
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Mercy, the van is ours. I think you are talking about the pallet loader.
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OK, I cast Influence on the guy. Took one stun drain in the process because I forgot to declare force.
Edit: Not sure why I thought I took a drain. Since I forgot to declare force, and rolled 6 hits, I set force at 6. Drain code for the spell is F-1. Drain roll was 5. So no drain.
smilinirish:15D6E5 → 5( (3, 3, 1, 2, 4, 6, 5, 1, 3, 2, 2, 5, 6, 3, 6→ 5 successes against 5) ) (https://rolz.org/info?X15867107)
Smiles, I usually would set the Force of this spell at 5, so that I'm resisting 4 drain. feel free to consider this roll as 5 hits instead of 6.
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Could have tried with mundane convincing before a risky spell but nevermind.
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Mundane convincing means Jed has to step out of the van, something he doesn't want to do right now as he lights up like a Christmas tree for the mage the moment he does so. And with Marco sitting in the van to upset to move or speak, Influence is his best option.
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Hi guys, for the explosion assume the van & Blackbird are approx. 10m away. Commercial explosive pg 436 from the core, rating 5, 10 kilos. Device was remotely detonated.
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what exploded? your post does not say. Is Marco hurt?
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An explosive’s Damage Value is calculated as its Rating (modified by the Demolitions Test, if you made one) times the square root of the number of kilograms used (rounded down). Each hit on a Demolitions + Logic [Mental] Test adds 1 to the explosive’s effective rating. The Blast value for a circular explosion is –2 per meter, while the Blast value for a directional explosion (up to 60 degrees in a specific direction) is –1 per meter. When explosives are attached directly to a target, the target’s armor is halved; otherwise the explosive has an AP value of –2. If an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast—the shrapnel blast has a DV equal to the explosive’s DV minus the Structure rating of the barrier, with a Blast of –1/m. See Barriers,p. 194, for calculating an explosive’s effect on a barrier.
Smiles, we need to know if the blast is circular or directed, need to know how many hits the person got on their demolitions test. Jed is looking out the back of the van, so if the blast destroys the doors, the shrapnel would be what Jed resists. Bod of a Step Van is 16, Armor is 12, but at the least there is glass shrapnel.
It is (rating 5 + demolition test hits times 3 (square root of 10) minus something per meter depending on whether it is directional or circular.
It is not going to have any effect on the Van, but the windows may be affected. Smiles, are they plain glass or ballistic or armored? Plain would be a building window and cars are tempered, so I'm thinking at least ballistic.
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The pallet exploded, 2 hits on the demolitions test, blast is circular, glass on the car is armored and the pallet would be shrapnel.
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So the formula 7 (5+2 hits) times 3 (square of 10) for a total of 21 minus two for each meter, so a grand total of 1 damage to resist (-2AP) . If the shrapnel is a separate test, it is 21, resisted by half the body/structure (so 3), assuming no hits, minus 2 per meter, so another 1 with no AP.
Is this correct Smiles? That won't break the glass, but might mess up Marco's hair. We are fortunate he was 10 meters away.
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Thank you for working all that out, Irish. I was a bit lost in the numbers.
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21 damage is scary. Apparently distance from the explosion is the best defense. I've never
Looked at explosives before today, waiting on confirmation that this is how it plays out.
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I would need to check up after work, but from my memory on how explosives work the math is sound. The van will shrug off the blast and shrapnel null sweat, and the same goes with Blackbird. How and why this happened is anyone''s guess (thankfully smiles didn't do what I would have ;) )
But yeah, Irish, thanks for putting that up
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It looks like we're made. It appears Nicolai is a fool who didn't do his recon properly. Time to take out a mage and gtfo.
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Damage resistance -2 (http://orokos.com/roll/446914): 9d6t5 7
Damage resistance (http://orokos.com/roll/446915): 11d6t5 4
he is just terrified, not hurt.
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In Nicolai's defense he told y'all to kill the driver and gtfo as soon as he saw the sitch. :P (And it was tempting to put 100k on the pallet. But, then Tsina would have had a very high chance of killing her primary target, not just his goons,)
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And lets roll for initiative. And while I know it's not the usual way things are done in SR, just for my ease I'm rolling once for each type of gang member and they'll all go on the same init. round. Goons, guards and the razorgirls will not be able to act until the second round of the init. sequence to represent the need to move out of hiding.
(https://rolz.org/embed?X16158110) (https://rolz.org/info?X16158110)
(https://rolz.org/embed?X16158142) (https://rolz.org/info?X16158142)
(https://rolz.org/embed?X16158158) (https://rolz.org/info?X16158158)
(https://rolz.org/embed?X16158159) (https://rolz.org/info?X16158159)
(https://rolz.org/embed?X16158168) (https://rolz.org/info?X16158168)
(https://rolz.org/embed?X16158310) (https://rolz.org/info?X16158310)
razorgirls are x2.
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Hi baby boy, sorry you had to ask. I should have realized you needed this and posted it. The vehicle is a 4/3 3 1 16 12 2 2 8 With both wireless and DNI rigger interface. It's modded to include some security counter-measures, (ie hide the big fraggin' cannon from scanners) and has a front mounted RPK HMG with 1000 rounds on the roof and two detachable Krime Cannons in the rear. The HMG is also interfaced, the Cannons aren't. Nicolai is fairly old school and is carrying a Super Squirt and a Fichetti Pain Inducer.
Reposting this here for my own reference (why do we have two OOC threads again??).
To establish init, Arc is rigged into the van via hotsim VR, as everything was booted back up once things started to go down. This will also affect resultant modifiers.
Initiative (http://orokos.com/roll/447321): 6+4d6 25
Sweet. Once initiatives are up, Smiles, if you'd like, I can handle the initiative flow?
Now, just to make things clear mechanically, you said the goons, guards, and razorgirls aren't acting until the second pass of this Combat Turn, right? And that I'm correct to guess what was left (lieutenant, sniper, and Tsina) all took shots at Yelena?
If I'm incorrect in that, I'll modify my first pass action as necessary, and any rolls with that will be spoilered in the IC post. Also, knowing how many people I see in the panel with rocket launchers may be nice ^^;
----
Another note, the perception check Arc had included views from the cameras and drones. Any chance of pinpointing where Yelena's attackers shot from?
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Jed Initiative: smilinirish:3D6 → 12(6 +1 +5) (https://rolz.org/info?X16158175) The result of 12+15 makes Jed's Init 27
Summoned spirit has standing orders to protect Y: smilinirish:2D6+14 → 23(4 +5 + 14) (https://rolz.org/info?X16158390)
Bound spirit has orders to kill the awakened: smilinirish:2D6+14 → 21(5 +2 + 14) (https://rolz.org/info?X16158398)
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Yelena's Initiative + Edge: Initiative w/edge (http://orokos.com/roll/447504): 13+5d6 31 31 and 4IP
I guess the careful plan went out the window, eh? I wonder what happened that we did not get even a try at it?
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Initiative (http://orokos.com/roll/447480): 10+1d6 14
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My money is on the fact that Nicolai wasn't as smart as he thought he was. Jed is unlikely to ever go along with someone else's last minute plan with no time to recon on his own. I built him to be an over planner. I took a smaller aspect of the chaos mage (the feeling the magic part) and ignored the fluff about impatient and reckless. I view it as more of a D&D sorcerer vs wizard tradition. Jed is an OLD chaos mage. :)
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Good morning Gilga :)
Once an adept is out of chargen, is there a way to add improved reflexes, since it is 1.5 PP?
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I think so, just kick in a QI focus for the missing 0.5 power points.
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Ooooooo...
Forgot about Qi Focus
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OK. Lets get this show on the road.
Yelena dodge against first attack: Dodge (http://orokos.com/roll/447505): 18d6t5 8 0 net hits
Yelena dodge against second attack: Dodge (http://orokos.com/roll/447506): 18d6t5 4 1 net hit
Yelena dodge against third attack: Dodge (http://orokos.com/roll/447509): 18d6t5 4 0 net hits
Soak against second attack. 12 DV AP-2: Soak (http://orokos.com/roll/447510): 27d6t5 9 Edge for misses: Edge for misses (http://orokos.com/roll/447513): 18d6t5 4 No damage
No damage and 1 Edge remaining, along with 2IP.
Smiles, do I see any of the assassins?
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We have 2 OOC threads??? I have no idea how I did that :o Only 1 person shot at Yelena, the sniper, I just forgot to take the minuses for multiple shots. I'm leaving for work so Mercy if you want to do that in the dice room so that you can potentially get your Edge back I'm ok with it. No, you can't see the sniper, please remember it's dark and they're high on top of a roof. And thx for the offer to post the init. baby boy. I'll take you up on that. :)
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Smiles the minuses is a split dice pull in half for double shot and 3 times for triple and it is highly unlikely mechanically that a single sniper will do that. From 15 dice you'll be down to 5 that are extremely unlikely to hit anything that can move. Note that splitting dicepool can only be done with some weapons (I.e when holding two hand guns or with automatic weapons.)
By the way Mercy - if Yelena needs help spotting the sniper, spirits are exceptional at this and Marco has some idle minor spirits that will not be good for combat but can hint Yelena where the sniper is. By manifesting right next to it, or something like that. In case you need some spiritual guidance.
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This edition doesn't like mulitple attacks in the same pass. For reference:
CRB P. 196 "Characters sometimes want to really put on the hurting in a single Action Phase and can choose to attack more than once in a single Action Phase by using the Multiple Attacks Free Action. This action represents both attacking multiple times from a single melee weapon and attacking with two different weapons (firearms or melee). The attacker’s dice pool is calculated with all modifiers (Wound, Environmental, Situational, and the full recoil of all attacks if it’s a ranged attack) and then split as evenly as possible between all attacks, and each attack is handled separately. (Keep in mind as the dice pool gets smaller the chances of a glitch rise.) Dice gained by pending Edge applies before the pool is split, while dice from both pools can be re-rolled with a single use of Edge. The total number of attacks you can make in a single Action Phase is limited to one-half the attacker’s Combat Skill.
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This action represents both attacking multiple times from a single melee weapon and attacking with two different weapons (firearms or melee).
So I think you need two guns (I think there is an exception for automatic weapons in full auto).
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The shots coming from above me will be a good start and can give me an idea of where the sniper is.
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How can Marco and Nikolai be in Jed's line of sight if they are inside the van ? (or is it invisible van).
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Gilga, check initiatives. Yelena, Jed, and Arc all go before Blackbird can get the invisibility spell off.
That big said, here is the table with what I understand is happening. I'll edit as needed and clean up if I made mistakes, along with reposting it as appropriate.
COMBAT TURN 1
INITIATIVE PASS 1
Yelena: 31. (Action: find cover and locate?)
Jed: 27. (Action: cast exhaustion on van driver)
Arc: 25. (Action: full auto fire on rocket weilding van passenger)
Jed spirit 1: 23. (Protecting/aiding Yelena)
Jed spirit 2: 21. (Locate and attack enemy mage)
Razorgirls: 15 (delayed per GM)
Blackbird: 14 (action: invisibility on van)
Tsina: 14
Sniper: 14
Guards (4): 13 (delayed per GM)
Lieutenant: 12
Goons (3): 8 (delayed per GM)
Initiatives missing: Nicolai (if my suspicions are wrong...), and any spirits Blackbird has active.
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I am hoping that I can see one of the targets emerging from cover even if I cannot see the sniper.
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Well, I have the highest initiative so I guess at the time I declare counterspellig I see you. As for making the van invisible, I didn't realize the spell could work on an entire vehicle, with everyone in it. If you can that's totally cool with me. If that keeps you from being protected, so be it.
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This example appears in the story in street grimoire so I'd say it does.
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I haven't had the opportunity to play with a real Shadowrun DM in person. A friend who runs Savage Worlds tried to run it. He initially said no, but decided the idea was cool and he allowed it on bigger things if I overcast the spell, since the text of the spell references subject and character. I think it's awesome. You often do things that Initiallyi think are outside the capabilities of a spell, but on a second read I can see how, usually. I see limits, you see possibilities. That's cool. I'm trying to be more creative with spell use. I proposed the idea to Smiles that I try to use levitate on the end of the launcher just as the missle launches but she decided that it might be possible, but with the darkness it would be very difficult to judge when the trigger is being pulled.
Any way, can you reference the story for me? I've been thinking about putting a character on shadownet and would like to try this there if I ever play.
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Okay, initiative table is complete to my knowledge.
Jumping back to the sniper shot (which I assumed was in surprise round, feel free to say otherwise smiles). From the feel of it, it sounds like the idea was that the sniper fired a semi automatic burst at Yelena. With that in mind, only the fest roll would be used, incurring a -2 dice penalty to Yelena's defense. Keeping cinsistent with the first roll of each, the result would incur a miss, 5 attack hits versus a guaranteed 6 or more defense hits. Sounds right?
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if you had magic fingers you could just keep pushing and shaking the luncher. The spell may not be strong enough to actually grab it, but most people cannot fire rockets when some pesky mage keeps telekinetically puching their launcher right and left.
the story is on page 6 of SG.
The invisibility spell
Under the cover of Sandra’s sustained invisibility spell and Miles’ silence spell, the taxi followed right on the heels of an official government truck that pulled up to the checkpoint. Once the truck cleared, Petro floored the taxi and followed the truck through the gate before the guards could close it. While security was present, they were either unobservant or lax; none of them noticed the maneuver or cared about it.
Sneaking a car past security check point with invisibility and hush spells.
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And yes, I was thinking semi-automatic burst. No sniper worth their salt would fire an automatic burst, even a semi-auto burst is saying "I'm incompetent", but, with Yelena already moving, better to be thought incompetent than actually miss the shot so the sniper went with a burst to increase his overall odds of hitting. He wasn't planning on that explosion as it was supposed to happen later in their plans, but, Jed, Nicolai's & Marco's actions forced someone with a very itchy trigger finger to prematurely detonate them. (Just letting you guys know the GM's thought process here so that you know your actions really do matter.) And, you guys are just absolutely frikken' awesome! I totally love the posts! Mentally I thought, "Oh hell yeah! Gloves off, let's play."
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Is Yelena able to see any of the opposition as she is looking around for the sniper? If so, she will take a shot just to try to even the odds a bit. Boom, Yelena's initiative mods are a total of -15, so her current initiative is 16 and 2 IP.
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I think it's reasonable to assume Yelena can see the three guys spilling out of the van as the driver loses control and it's torn apart.
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Gilga, I don't have time to make the rolls for everyone to resist. It's safe to assume most won't and the gangers aren't the only ones Marco detects. There are legit train workers there as well, so lets say Marco see's 20+ people and I'll make the rolls tonight after work, plan on about 14hrs from now.
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Smiles, I gave my spirit instructions to protect Yelena. It spent this round materializing. Next round, a reasonable course of action for it to choose would be the comcealment power. This would subtract 6 from the dicepoool of perception tests to locate her. Wouldn't help against anyone that can already see her, unless she broke line of sight. That's how understand it.
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Marcos casting would be the second round. Are we into that round yet?
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Well I kind of assumed that the legit workers will be running away once there are explosions and gun fire. None legit will be holding weapons and so forth. Hopefully the spell can give us some tactical insight, I am looking for non violent things to do for Marco but if he is in the back of a van without any senses on the outside there is little interesting to do for him. I plan to keep the spell sustained for the entire combat.
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Cool chart, Boom. Smiles, I was dodging and soaking, but really have not done anything but use a free action to move a bit and a simple action to get a quick look around. I am willing to call that a complex action if you say so and move on to IP2, but will take a shot at one of the goons from the van if I still have a simple action remaining in IP1.
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(The following fails to account for injury penalties and fatalities)
COMBAT TURN 1
INITIATIVE PASS 2
Jed: 17 (Action Pending)
Arc: 15 (Seeking sniper, driving)
Jed spirit 1: 13 (concealment on yelena)
Jed spirit 2: 11
Wendy: 10 (drone concealment)
Blackbird Spirit 1: 8
Yelena: 6
Blackbird Spirit 2: 6
Blackbird Spirit 3 & 4: 5
Razorgirls: 5
Blackbird: 4. (Detect life spell)
Tsina: 4
Sniper: 4
Guards: 3
Lieutenant: 2
Goons: N/A
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I still need Smiles to resolve the result of the summoned spirit looking for the mage last turn: 4 hits on assessing. That will likely affect my actions this turn.
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Wendy - currently concealing Arc's drones
Initiative (http://orokos.com/roll/447949): 12+2d6 20 Wendy
4 bound spirits looking for sniper
Initiative (http://orokos.com/roll/447951): 4#8+2d6 18 15 15 16
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Jed's action for the round will be to
cast Mana window again astrally project to locate the mage and shack that his spirit has found. Smiles clarified that I need to spend an action locating the shack. That will be next turn.
Bound spirit's action will be to manifest, as he can't affect the mage from the astral. Hopefully the mage used his last action returning to his body. Smile told me that there was an astral barrier. Spirit would try to break and disrupt barrier so that he can go after the mage.
Attacking mana barriers is like regular barriers. Spirit rolls Will + Astral Combat (12 dice) for F damage + net hits. If total damage is less than Force of barrier (Armor) then damage is stun and ignored. If damage is more than Force, barrier resists with Fx2. If unresisted damage is more than Force (Structure) barrier is disrupted if a spell. If it is a permanent barrier, full structure points return at end of combat turn.
Jed's astral initiative is better than his physical. Same dice, but Int x2 instead of Rea + Int. So Jed's initiative goes up by to 32 (so now its 22 in the second pass)
Roll for spirit: smilinirish:12D6E5 → 4( (6, 6, 3, 4, 2, 2, 4, 4, 5, 5, 2, 4→ 4 successes against 5) ) (https://rolz.org/info?X16390392). Barrier needs to resist 10 damage (Force of Spirit plus net hits).
Gil, anything incorrect here?
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I've added to the map and I'll have actions and rolls for my gangers after I get off work tonight.
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Smiles, can you re link the map? Couldn't find it last time I looked.
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yes seems good to me, Irish.
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This is the map. The site I linked you to allows you to draw on it and helps clarify my explanations of the visuals. But, it's so large you will have to shrink it down to see all of it. (The slide bar on the upper right hand corner of the map.)
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Thanks for all the info smiles. I understand that the van, and therefore myself, are the focal point of this assault. I am currently unable to process my defenses and responses effectively, but will endeavor to have such ready in the next 24 hours.
I'll go ahead and throw IP3 into that mix on my post when I make it, but I'll say for the rest of my team: this assault isn't something I'm worried about :)
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Yes, i think that the machine guns do not cause enough damage to penetrate the van's armor. The rocket luncher is low hits so we'll probably dodge it. One of the grenades will hit the spot it is a threshold test rather than dodge. The one that misses may actually hit their own people, depending on where it bounces. (if they are firing SMGs they cannot be very far).
To the one that hits us, there is the 'run for your life' interrupt action that given the speed of the car is bound to bring us outside of the blast radius regardless of direction selection. So overall I agree that we are doing pretty good.
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Re-rolled the hits and the success on bullets are 2, 2, 3. Success on grenades are 1, 2, 3. And I crit glitched on the rocket launceher so it's going to hit the building where the mage is.
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Well there goes my astral combat
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Lol, nope, it's not nearly enough damage to take down that building.
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The rocket might not kill the people inside.
Was that IP3 and we are going to the next combat turn or was that IP2?
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I think that Boom and Irish get another action as they are considerably faster than the rest of us. Irish with his improve reflexes and Boom in VR
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Smiles, what is the effect of the smoke?
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Unless I misunderstand the rules I actually have to initiative passes. My Astral initiative is five higher than my physical
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Improve reflexes only works on the physical plane not on the astral plane But astral initiative gets a bonus to the six so my dice or the same But on the astral the formula is intuition times two instead of intuition plus reaction
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I think that Boom and Irish get another action as they are considerably faster than the rest of us. Irish with his improve reflexes and Boom in VR
This is correct, guys. The opponents all did not have enough initiative to establish a third pass, just Arc and Jed's spirits.
COMBAT TURN 1
INITIATIVE PASS 3
Jed: 7
Arc: 15 (Sniper drone on sniper, going thermal vision)
Jed spirit 1: 3
Jed spirit 2: 1
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The smoke only affects your meat eyes.
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I'm in the astral. That increased my initiative to 12. I have two passes left. Astral initiative gives an additional 2D6, and is Intuition times two. So my initiative changed from 15+3D6 when I was physical, to 20+3D6 When I went astral
Smiles, Jed was hoping the attack on the mana barrier early in the second pass would elicit some response from the Mage in the second pass. . If you tell me that by my action in the third I see no response, I'll post tonight.
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Hi Irish, I've been debating the mages response since two different things occurred essentially at the same time for him. The barrier came down and an instant later the building he's in took a rocket. As you and I have discussed, he's not a university trained mage, and so I think at this point in his life experiences the threat to his meat self is more immediate.
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Makes perfect sense. Let me know if you are going to post something that I see him do, or if his turn in the second pass is something I can't see. I'll post accordingly
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Hi Irish, he's running inside the building to the North exit.
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Ok, the astral fireworks negated the need to locate the warded building, so I'll spend my third pass moving to the building, locating the mage and realizing he is headed for an exit. (Second pass was spent going astral boom.)
The spirit has orders to take out the mage. He'll spend this pass entering the building and locating the fleeing mage.
My fourth pass will be spent manifesting in front of the mage to try to play with his head, since there isn't much else I can do while projecting.
The spirit aiding Yelena spent a pass materializing, one pass concealing Yelena (remember Smiles, anyone using perception to locate Yelena has a -6 dice pool modifier (this doesn't apply to someone who located her before the second pass.) His instructions are to protect Yelena. If you think it is reasonable, I'd like for him to use the confusion power on the sniper (who he should be able to see with assenssing). This would be a test of Magic + Will vs Logic + Will and apply a dice pool modifier to all his actions equal to net hits.
Should you feel it is a reasonable choice of action for the spirit, here is the roll:
smilinirish:12D6E5 → 5( (4, 5, 5, 5, 5, 1, 1, 2, 6, 3, 4, 4→ 5 successes against 5) ) (https://rolz.org/info?X16641205)
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Sounds reasonable Irish.
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For all I know Arc killed the sniper, but just trying to think what the spirit might decide to do based on the orders.
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Just to be fair, in order to cast that manabolt the mage need to be astrally perceiving and then Jed can cast a manabolt on him too. (or even fight him with astral combat).
What happens in the astral stays in the astral and what happens in the physical stays in the physical, so to target an astral form that is only present in the astral the mage need to also be in the astral.
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I misunderstood Irish. I thought he was manifesting in the physical in order to be sure of the mages attention. And the manabolt was me adding a bit of local color to the scene. No associated roll as he's out of actions. I'll edit it out.
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Boom, you have a fourth pass before we all roll initiative again, correct?
By the way, what happened with the other account?
Good evening Gil :)
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Irish, my initiative only afforded me three passes, but thanks for the consideration :) With the conclusion of those actions I think we're all finished with CT1.
So, everyone, initiatives for CT2 please :)
(https://rolz.org/embed?X16662069) (https://rolz.org/info?X16662069)
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Jed initiative: smilinirish:3D6+20 → 33(3 +4 +6 + 20) (https://rolz.org/info?X16662600)
Jed is using his free action to declare spell defense for himself and bound spirit (has to be LOS, so can't cover anyone else)
He will be delaying an action waiting to see if the mage uses astral perception.
Bound Spirit Initiative: smilinirish:3D6+12 → 20(2 +3 +3 + 12) (https://rolz.org/info?X16662762)
I would like the bound spirit to stay astral, but without spending a complex action ordering him to stay astral, I think he would probably materialize, since his order is to attack the mage.
Summoned Spirit Initiative: smilinirish:3D6+12 → 23(4 +1 +6 + 12) (https://rolz.org/info?X16662785)
The summoned spirit is with Yelena. Not sure what the spirit can see. Not sure what action it will take with the order to protect Yelena. I don't feel the order would make him take the offensive, so He will likely delay his action until someone tries to attack Yelena and them maybe use confusion on them.
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Initiative R2 (http://orokos.com/roll/452622): 10+1d6 12 action simple action command Wendy + simple action (perhaps another reckless spell depending on circumstances)
Wendy will move the grenade and return the smoke back to its sender allowing Arc to drive without disturbance. although I am sure that we are not crushing even with -4 visibility modifier. It seems what Marco would realistically do for me.
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Did you post that in the correct thread Gilga?
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Three goons dead, 1 guard dead.
(https://rolz.org/embed?X16689880) (https://rolz.org/info?X16689880)
(https://rolz.org/embed?X16689872) (https://rolz.org/info?X16689872)
(https://rolz.org/embed?X16689845) (https://rolz.org/info?X16689845)
(https://rolz.org/embed?X16689857) (https://rolz.org/info?X16689857)
(https://rolz.org/embed?X16689869) (https://rolz.org/info?X16689869)
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Yelena Initiative: Initiative (http://orokos.com/roll/452913): 13+1d6 19 19 and 2IP
Sort of waiting to see if the van armament will do anything to these guys, but I think the guy with the rocket launcher she shot last round is still in the action, so my intent is to aim then shoot him in the back again.
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Initiative is :
Jed 33
Arc 20
Yelena 19
Mage 17
Tsina 14
Guards x3 13
Marco 12
Lieutenant 12
Sniper 7
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Cool. I will wait for Jedediah and Arc to act before posting for Yelena. If Arc shoots that machinegun again, there may be fewer people for Yelena to shoot.
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Jed is delaying an action waiting for the mage to use astral perception and be a target. Now the spirits initiative changes when he leaves the astral . It goes up by 2, but down one dice. I need to roll a D6 and subtract that number, then add the +2.
smilinirish:1D6 → 1(1) (https://rolz.org/info?X16738800) So minus one plus 2 for a net of 1. Doesn't add or lose a pass, doesn't change his order.
So ready for Arc. Jed can't act until the mage does
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Does Yelena see anyone to shoot at?
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Hi Mercy, I've studied the map and Yelena does have several good targets, or at least she does while the smoke is around the van. So, I've updated the map to reflect the gangers stepping into position to attack the van. Red X's are gangers, black X's and the green square are dead gangers and their van. I've placed a fog of war around y'alls van to reflect the smoke grenades.
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Thanks, Smiles, but I must be looking at a different map. The one I have is from page 7 here and does not have any red or black Xs, so I must be looking at the wrong map. Can you please set a new link?
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Try this
Link allowed edit of map. Removed at Smiles request
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Thanks. I see it all now. There looks to be a pair of red Xs not too far away. Smiles, does the smoke prevent Yelena from seeing the rocket launcher girl with enhanced thermographic vision from the rifle sight? If not she will try to finish that person off but if so, she selects one of the people nearer her. With the noise of the explosions fresh in their ears, the nearer thugs might not even hear the muted shot.
Fire Sniper Rifle: Fire Sniper Rifle (http://orokos.com/roll/453945): 20d6t5 8 DV is 13 + net hits AP-8
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Hi Mercy, yes the rifles' enhanced thermographics allow her to sight rocket launcher girl.
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Super. Then she is the target. Hoping that two bullets will put her down.
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She'll have to roll really, really well for it not to. And with that -6 from the HMG, and her minuses from her damage so far, I'm seeing a pool of rapidly freezing blood spreading from a body in the snow in the near future.
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Cool. Another skull tattoo for the tree.
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Spirit roll to resist. Body 7 plus spell defense of 6
smilinirish:13D6E5 → 5( (5, 2, 3, 2, 4, 4, 6, 5, 2, 4, 5, 1, 6→ 5 successes against 5) ) (https://rolz.org/info?X16926044)
Takes 3P
at -1 to actions
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@Irish.
Hey man, I don't believe that your spirit takes damage. Napalm (SG 103) is an area spell, so the damage is force, plus any net hits above 3 (3 being the threshold as per grenades), in damage. Since the mage's spell had 3 hits, the damage was 5P, which your roll negates ^^; (Source, Corebook p. 283)
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Boom, did you start the next pass too soon? Marco and all the goons still need to go, neh?
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It's quite possible that I did. forgive me, I'll edit out that pass and hold it for after
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Oh, and thanks for the heads up. I don't have any AOE spells. Didn't realize
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It's all good. Arc and Yelena are, shall I say, INTIMATELY familiar with the napalm spell XD.
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I'm nearly certain that a mage doesn't have to maintain LoS to maintain a spell. But I can't find the reference. Any idea?
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I would argue that you would not. This is in reference to specific spells that can be sustained but require a touch to cast (see Increase (Attribute)). It would not make sense that a mage would require constant contact to maintain, so the mindset should carry over.
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OK, Jed spends a simple action to command his spirit to come back and use the Influence power.
The spirit uses all it action to come and make it just inside the door.
Next pass, Jed will hold action to attack the mage. Unbound spirit will cast Influence suggesting the mage better look over his astral shoulder because these spirits just keep popping up.
The bound spirit will cast lightning bolt
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Gil, Jed is in the vehicle strapped in with his head whipping back and forth with all the maneuvering.
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oh I thought he was in some container. I will edit.
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Nope, just projecting
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Spirit casting lighting bolt
smilinirish:12D6E5 → 2( (6, 4, 2, 3, 3, 3, 3, 4, 4, 2, 6, 2→ 2 successes against 5) ) (https://rolz.org/info?X17073480)
If it hits, 6P + net hits Resisted with Body + Armor
Drain Roll vs 3 drain
smilinirish:13D6E5 → 2( (6, 3, 1, 2, 4, 3, 3, 1, 1, 2, 4, 5, 2→ 2 successes against 5) ) (https://rolz.org/info?X17073561)
Spirit casting influence
smilinirish:12D6E5 → 3( (5, 2, 4, 2, 4, 5, 1, 1, 2, 5, 4, 1→ 3 successes against 5) ) (https://rolz.org/info?X17073526)
Resisting with Will + Logic
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Wiz bang, looks like our magical threat is all but done for, heh. Irish, does that leave one more pass or are we good to go for CT3?
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Smiles defending against the spell wrong. It is an indirect combat spell, so the mage gets Reaction + Intuition + Spell Defense vs my 2 hits casting the spell. She already has one hit with the spell defense, so the mage will likely get another with Rea Int, so miss on the spell.
I have four passes, my spirits have 3. I've used one to call the spirit, held one to attack, which I'm doing now, and will have my action in the 3rd pass before the mage, so I'm rolling that attack as well.
The mage's initiative changed by going astral. He may get a third pass, Smiles will have to let us know. (initiative changes to Int x2 +2D6). He could also lose initiative.
I still have my fourth pass of this CT, if I don't take damage from a possible 3rd pass by the mage.
I'm writing my post now.
I rolled 3 hits on first attack for mage to dodge
I rolled 5 hits on second attack for mage to dodge
I may have another pass if I don't take damage and lose too much initiative
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If the mage is down, I'll be using my final pass to command spirits. I don't know what happens when a projecting mage takes damage in excess of physical track, but not exceeding Will (astral body). I guess Smiles will tell me if he is actually dead. Jed wants to make sure I don't leave him mostly dead. Can't have leave Miracle Max with the means to undo my hard work :)
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As a reminder, Jed's spirit is sustaining Conceal on Yelena and Confusion on the sniper. Sniper is at -5 to rolls. Anyone trying to spot Yelena has -6 to perception tests
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Initiative is :
Jed 33 23
Arc 20 10
Yelena 19 9
Mage 17 4
Tsina 14 4
Guards x3 13 3
Marco 12 2
Lieutenant 12 2
Sniper 7
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My action for initiative 23 was to hold my action for the mage. When he used his action I executed my held action to attack. Since I'm at the top of the chart, I wrote my action for the third pass to attack a second time. My fourth action of the pass was to return to body. So I've actually issued all my action for this combat turn
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Looks like we're in a bit of a slump, but I think we're in the belief that CT2 is about complete?
Pre-emptively, here's my initiative for CT3...
Initiative (http://orokos.com/roll/459155): 6+4d6 21
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I thought Marco, Yelena, and Nicolai getting out and heading off were the last actions of the round. I don't know about the guards and stuff, thats up to Smiles.
My next initiative when it happens: smilinirish:3D6+15 → 26(2 +6 +3 + 15) (https://rolz.org/info?X17533559)
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Guards dove for cover, as for the rest of the "stuff", the wonder twins powers were activated but you'll see that next few rounds.
(https://rolz.org/embed?X17567723) (https://rolz.org/info?X17567723)
(https://rolz.org/embed?X17567730) (https://rolz.org/info?X17567730)
(https://rolz.org/embed?X17567733) (https://rolz.org/info?X17567733)
(https://rolz.org/embed?X17567739) (https://rolz.org/info?X17567739)
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Okay. Sounds good.
Still need Yelena, Marco, and any relevant spirits, but here is what we have:
Jed: 26
Arc: 21
Sniper: 12 (pretty good considering likely wounded :P)
Lieutenant: 11
Guards: 10
Tsina: 8
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Yelena Initiative: Initiative (http://orokos.com/roll/460305): 13+3d6 20 So 20 but only 2IP this combat turn.
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Bound spirit initiative
smilinirish:2D6+14 → 22(2 +6 + 14) (https://rolz.org/info?X17623854)
Summoned spirit initiative
smilinirish:2D6+14 → 18(3 +1 + 14) (https://rolz.org/info?X17623860)
Smiles, unless another target is obvious, Jed is going to do his astral window to locate targets. Can you drop a short description of what we see from the van? Tsina just blasted us with emp, but I'm not clear if we saw her or not.
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Tsina is inside the building so only those of you looking through Arc's spy cam saw her.
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So I'm looking around for targets by casting astral window, my limit on assensing is 3
smilinirish:12D6E5 → 3( (2, 2, 6, 6, 2, 3, 1, 2, 2, 1, 5, 2→ 3 successes against 5) ) (https://rolz.org/info?X17683220)
Assensing for the sniper in particular, but seeing who else I can see.
smilinirish:16D6E5 → 6( (4, 5, 6, 2, 3, 2, 4, 5, 3, 6, 3, 5, 1, 1, 2, 5→ 6 successes against 5) ) (https://rolz.org/info?X17683320)
Successes are limited to 3 by the spell
Let me know what I see Smiles and I'll write it. My action for the first pass was the spell
Bound spirit follows Y
Summoned apparently killed the mage. I thought I said to make sure he didn't get rescued, so that I wasn't killing an unconscious person, but we'll roll with it. Perhaps my words to him weren't clear, or he read into my desire rather than the pure words. I suppose he'll wait there. I haven't given any direction other than to guard the mage.
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Hi Irish, the sniper is clearly visible on the roof of the building to the north east. Your assensing is also able to spot all the gangers around you of which there are only a few left uninjured by Arc's suppression fire. And I'm sorry about the mages death. We'd done so much talking about it back and forth and I thought that was your decision as your chara's past failure in regard to his team would over-ride his desire to "keep his hands clean".
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We can let it be. Jed was truly conflicted. So the spirit read into his desire and it just his words. Not an issue.
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I'll rewrite part of my last post so it makes sense.
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I kind of lost track of the game, is anyone waiting on me?
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Arc is after me. I'm writing my post now. I rewrote an earlier one a little bit ago
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Arc''s action this round is to reassess and control the van for the CT while doing her best to keep stealthy. I noted in my last post as this action believing it wouldn't impact Jed's thing :)
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Awesome. That's essentially what I spent this pass doing as well. So our action stars next pass. Looks like it's Y, Blackbird and Nicolai up
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Just to make sure I understand. We heard "target lock" as if over a speaker, then our dude said "fire", and now there is a missle coming our way?
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That is what it looks like to me. I cannot believe that he is the traitor, so there must be some other answer.
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The answer is a very poorly written post on the part of the GM. You didn't actually hear that. The GM was writing whathappening behind the scene. And since she's been working overtime and had just done a fourteen hour shift , you guys got a bad post. Sorry. And sorry ahead of time because I'm still beat.
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Target lock was acquired by a rigger on a remotely controlled missile launcher. Hell Hound is this gangs 2nd lietenant. Hellfire is Yelena's old boss. Sorry for the Sauruman/Sauron moment.
(https://rolz.org/embed?X17994778) (https://rolz.org/info?X17994778)
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New init. is :
Jed: 26
Arc: 21
Marco - Summoned F6 spirit of air : 21
Yelena Initiative: 20
Jed - Summoned spirit initiative : 18
Marco - Minor bound spirits : 16
Jed - Bound spirit initiative: 14
Tsina: 14
Marco : 13
Sniper: 12 (pretty good considering likely wounded :P)
Lieutenant: 11
Guards: 10
Gilga, we still need Marco's init. I'll still allow your action to step forward and shoot Tsina.
Tsina: 8
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He rolled it in the IC thread spoiler. It's 13.
So the post about casting the assensing spell was on 26
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Marco's spirits:
Initiative (http://orokos.com/roll/464799): 12+3d6 21 (Summoned F6 spirit of air).
Minor bound spirits: (Unlikely to participate but we'll see)
Initiative (http://orokos.com/roll/464800): 5#6+3d6 21 14 19 17 16
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Yelena's shot at Tsina: Fire Sniper Rifle (http://orokos.com/roll/465006): 20d6t5 6 Not too bad. DV is 13 + Net Hits P, AP-8
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(https://rolz.org/embed?X18068314) (https://rolz.org/info?X18068314)
I never intended for Nicolai to have any part in this combat, but, he will not be denied his chance at revenge.
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The van is in deep poop. Explosives attached to a barrier do double damage if I'm not mistaken.
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Smiles, it looks like you fired at all three of us, so which of us is affected by which shot? I think the basic order is Blackbird in the middle, with Yelena stepping to his left and Nicolai to his right. Had she taken enough damage to affect her shots any?
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Dodge (http://orokos.com/roll/466018): 10d6t5 3 this is for Marco anyhow.
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I think I need to roll for her damage for Marco. Rereading the post I didn't calculate the damage correctly so I may have to redo all of it. :(
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Ok, looked at the info from Marco's shot again and assuming the guns stats are the same as his Predator I've rolled body to resist and no dmg was taken, no neg. modifiers apply. Target for Tsina's shot was Nicolai. Nicolai rolled to dodge, no hit. We're out of initiative order just a bit, but I think everyone's gone, except Jed. Spirits are sustaining concealment. Am I missing something/someone? (Sniper is running atm.)
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By your description, Yelena's shot hit Tsina. Did she take any damage from that? It was pretty good with DV 13 + net hits and AP-8.
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Smiles, did you factor net hits? It is not unexpected for a well armored woman though. The SMG is not the weapon for combat where people are shooting missiles at one another. It is kind of like bringing a knife to a gunfight but he means well.
Yelena's hit will be very painful if it hits - and it's her game.
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Aim and fire rifle at Tsina: 20d6t5: 7 [20d6t5=4, 3, 4, 6, 2, 6, 5, 1, 2, 5, 3, 4, 6, 5, 2, 6, 2, 3, 1, 1 Seven hits is good. That is the limit. DV is 13 + Net Hits and AP-8
If Tsina started the round with an initiative of 8, she is out of actions. This is Yelena's last action for the turn as her initiative is only 20 this turn.
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Marco will (how imaginitive) fire as well:
Take aim + FA burst (http://orokos.com/roll/467140): 18d6t5 7
Perhaps this time he does some damage. -5 dice to dodge.
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I somehow missed all these posts in OOC. Didn't realize you were waiting on me.
Smiles messaged that I don't see who fired the rocket when I assense. Smiles, I'll take a shot at the sniper with my direct damage spell, since that's all I can use from inside here. Does the maneuvering of the van cause difficulties casting a spell that doesn't need to be aimed? I presume I can still assense the sniper...
Also, after rewriting my earlier post, I told the spirit with the mage to bring me an foci or astrally active items (Reagents?)
Spirit with Yelena has orders to protect, so no action to take there. He would heal or assist, not attack.
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Hi Irish, I'm going to say it's a -2 to your dice pool to cast to represent the problems concentrating Afk the movement is causing.
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Hey, Irish. Go get him. We need to be able to evacuate.
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Happy New Year my friends.
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May the new year bring you all peace, prosperity and a wealth of friends. Happy New Years!
(And 3 Karma to you all. :-* )
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Thanks, Smiles. I will be needing that if I get a chance to try to beat the addictions.
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Just a reminder smiles that I instructed my spirit to bring me the mages foci. He would have to do that physically. Would he have gotten in with Yelena?
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Thanks for Karma.
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Ok, now
Jed: 26 16
Arc: 21 11
Marco - Summoned F6 spirit of air : 21 11
Yelena Initiative: 20 10
Jed - Summoned spirit initiative : 18 18
Marco - Minor bound spirits : 16 16
Jed - Bound spirit initiative: 14 14
Tsina: 14
Marco : 13
Sniper: 12 (pretty good considering likely wounded :P)
Lieutenant: 11
Guards: 10
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Smiles, any chance some of those rockets went for my diversion instead of hitting us?
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Some of the next volley will be aimed for the diversions. This volley was aimed for the drone. Once they knew they were losing their mark they had to fire so that they wouldn't lose their target. And I'm not sure why you thought that y'all were out of the van, no post has had y'all leaving it.
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Roll init. And since my init is either a drek ton of mages, gunners & lietenants riggers and deckers I'm going to simplify it considerably. I'm only going to roll for each groups leader and I'm going to roll for the decker. You can assume 2 rockets per group will be fired. And all of these rolls will happen after I get home from work. :-*
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Initiative (http://orokos.com/roll/482690): 10+1d6 11
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Copy that. Will post in a little bit but here's initiative. I don't think it's that hard to guess what Arc is doing :P
Initiative (http://orokos.com/roll/482701): 8+1d6 12
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smilinirish: 15+ 3D6E5 → 16(15 +(1, 5, 2→ 1 success against 5) ) (https://rolz.org/info?X20106547) 23
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Yelena Inititiative: Initiative (http://orokos.com/roll/482987): 13+1d6 19 19 and 2IP
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Jed 23
Group1 23
Group2 20
Yelena 19
Decker 16
Arc 12
Marco 11
Group3 11
Group5 11
Group4 10
Group6 9
(https://rolz.org/embed?X20127893) (https://rolz.org/info?X20127893)
(https://rolz.org/embed?X20127904) (https://rolz.org/info?X20127904)
(https://rolz.org/embed?X20127904) (https://rolz.org/info?X20127904)
(https://rolz.org/embed?X20127942) (https://rolz.org/info?X20127942)
(https://rolz.org/embed?X20127972) (https://rolz.org/info?X20127972)
(https://rolz.org/embed?X20128003) (https://rolz.org/info?X20128003)
(https://rolz.org/embed?X20127998) (https://rolz.org/info?X20127998)
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What time is it where we are?
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07:35
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Thank you. Now I just need additional information from VG.
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I just checked, we are approaching the 2 year anniversary of the beginning of the story (date night). I've been with you 18 months (with a small break).
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I just checked, we are approaching the 2 year anniversary of the beginning of the story (date night). I've been with you 18 months (with a small break).
Funny thing is that Date Night was chapter 2. Chapter 1 (Lullabye and Goodnight) commenced 27 months ago. Been a crazy ride, but thoroughly enjoyable :D
And thanks for the positive feedback on the posts. I'm glad I was able to keep things dynamic and engaging :D
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Wait, why do I have 2 LKG OOC threads? One is on pg 2 and has the recent karma award, and the other has the majority of the OOC posts? Ummmh, I'm confused.
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Wait, why do I have 2 LKG OOC threads? One is on pg 2 and has the recent karma award, and the other has the majority of the OOC posts? Ummmh, I'm confused.
Brought this up a few months ago, but answer then was uncertain? I think one was started before LKG began, but then another was formed after the IC because the other was forgotten?
Just my speculation
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Sorry. I had thought that Marco had said something about his sister. I edited my post to remove that reference. My mistake.
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He probably would tell but if I understand correctly everything happened during the combat.
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Effective immediately DancesWithGrenades and ShamanYuri have dropped the game. Both are leaving with honor and are able to come back at any point in the future that life settles down and allows them to do so. But, they've asked me to write them out of the story as far back as Date Night which means all posts in Long Kiss Goodbye that reference them will have to be edited please. This also means that no one is strapped to a wall in the suborbital flight, which for me is a bummer because I'd thought it was funny. Grenades & Cat, you will both definitely be missed.
Thanks for your understanding, Smiles. It's been crazy busy in the interim but I am now searching for something called a "life". Everyone, even my boss, keeps telling me I need this mysterious object. The last time I remember seeing something similar to its description it was here. So under the heading of "look where you last saw something when you've lost it" I am looking back here. :-)
For now I'll be an audience, but when an opportunity evolves where Firefly can slip back in, and assuming you're still willing, I'd love to rejoin the fray.
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Yay!
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Welcome back Cat ;)
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Well this is exciting :D
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I echo the "Welcome back!" of the rest of this happy crew Cat. In story I should be able to work you back in soon. But I know you're well familiar with how long that can take IRL lol. Since I should be able to work you back in before they leave Poland I don't think it'll take more than a month or two.
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I'll be starting the new thread soon for "Bye, Bye Blackbird". The transition point will be soon as we've been setting up for the new chapter for awhile now. And from the chat last night I realized that if we want to add new players now is an excellent time to do so. Ok guys. I'm asking for a vote. Do we try for a couple of new players?
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I do not object new players, but I do not see a real need. I think that five is a good number. If there is someone serious then I'll be happy it is just that we did not have much luck with that for a while.
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New players besides Subaru (who isn't really new)? I'm not opposed.
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Team I'm going off grid for a few days for some Boy Scout Leadership training. I made a short post of Jed looking. I'll check in and post again Sunday night. Smiles can make decisions in character if the story gets jammed up. She rented some space in Jed's head, so she really knows him as well as I do.
Smiles, by the way, this is the most developed character I've ever played. Playing in this game with you and everyone else has made me a better roleplayer at the table. Gotta be up in a couple hours. Night all.
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Thank you for the heads up and the compliments Irish. I have to say I feel that it's a privilege to be y'alls DM. Y'all aren't just wonderful players, but wonderful people and it has truly been my honor to play with each and every single one of you. I've thought long and hard about advertising for more players. And the chief sticking point for me has been that I have to go through 4-5 players to find one that sticks with the storyline. But, I've loved all of the players and the characters that have played in this game even for a short while, and I think the storyline is far richer for their contributions. And I never would have found any of you if I hadn't advertised for players, not a single one of you knew me, or was even a friend of a friend. So, I'm going to go ahead and advert for a few players and see what happens.
And remember, NO TELLING THEM THAT I'M NOT A FEROCIOUS PLAYER EATING DRAGON!!!!! You guys are going to blow my cover so hush!
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I was referred by said awesome players. I owe a debt of gratitude to Gil and Mercy. :-)
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Lol, true. And I'll remind you that they did not tell you about the interview, or how nerve racking it is to be a new player in my games with zero direction and 270 degrees of latitude. And then you didn't warn your wife and DanceswithGrenades suffered the same yawning pit.
(Give her my love and tell her Chesh has plans to relocate the business as Seattle is getting a bit cramped.)
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Gil you posted just as I was catching up on the posts. I've got to digest what Smiles posted for me, but I'm likely to be stunned right now
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I am sure he will - an opertunity to show that externally.
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Hi guys, I've started the threads for BBB, both IC & OOC. As per the usual I only want your chara sheets as the first 10 posts in the OOC thread. It helps me to have the most updated version handy without looking at the other chapters and trying to find where that chara got added.
BUT, BBB won't officially start until Marco leaves the safe house, so it will be Gilga's post that starts the game. Please feel free to continue to discuss and post in LKG until you're ready to start BBB. That's why it's a safe house.
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I'm crafting a post right now for LKG
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So the character sheets will not have any stat or skill updates since we have not had time to do any?
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And Yelena still has an addiction. No drugs in the safe house.
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Apologies to all for the delay. Holy Week contains 17 services for us. That, plus work, sick family and a dog who started having seizures...
I have a post up.
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Poor Jed.
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Yelena will do what she can to help.
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Sorry that you had so much stuff come up Irish. I don't think anyone's gonna hold that against you. No worries :)