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[OOC] Liminal Spaces

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Chrona

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« Reply #15 on: <08-11-13/2235:51> »
Redmond, not far from where Flatline started out.  But we never really specified where Armless actually is, did we?

He is in the Puyallup Barrens as that's where Thvor had mentioned

Panzergeist

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« Reply #16 on: <08-11-13/2327:32> »
 ::) Nice almost knowing you Armless...

Thvor

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« Reply #17 on: <08-12-13/0721:25> »
Ah. I mentioned the Puyallup barrens because Siegfried's bio indicated that was where he lived; everyone else is from downtown. So my initial concern was that three of you were downtown and I had to figure a way to get Siegfried to join you. Since Panzer's first post indicated that he was downtown as well, I was building the situation on the framework of everyone being relatively close.

That said, if Chrona really wants Armless to be out in one of the barrens by himself, I think I can work with that--but it'll change what my immediate plans are. So I'll pause briefly until we figure out where we are. ;) Chrona, it's your call.
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Crossbow

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« Reply #18 on: <08-12-13/1104:05> »
Just want to point out, since I may be part of the reason we went cockeyed, the Redmond Barrens and Downtown are not next to each other like I told Thvor earlier, Bellevue and Lake Washington (With Council Island in it) are between them.  Still a much quicker hop than Redmond to Puyallup :)

Chrona

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« Reply #19 on: <08-12-13/1134:45> »
Well if this attack was happening in downtown knight errant would arrive pretty quickly
, and pretty aggressively to sniper fire. I had assumed this attack would be in the barrens due to my assailants not wanting to be arrested. I've all ready stated IC that I am in a barrens, so we can make it be redmond so at least some back up is nearby

Thvor

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« Reply #20 on: <08-12-13/1145:55> »
Alright, that settles it. The action to this point is taking place in Redmond. I'll be rolling tape soon.

Again, sorry for the locational confusion--I completely missed Crossbow's reference to Redmond, and just let my assumptions run away with me. Bad GM. <whaps self with rolled-up newspaper>
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Panzergeist

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« Reply #21 on: <08-12-13/1330:05> »
My first post said I was in Redmond near where Crossbow said he was.

Chrona

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« Reply #22 on: <08-12-13/1446:45> »
Out grocery shopping, so rolls when I get in. I had missed that the first jump would have been a vertical despite the run up, so that's fine but a Couple of things, I'm pretty sure its not half a meter per success for a vertical jump, so long as I'm alive I make the jump in this case either way but it'd be good to know for later. Secondly, are you sure you're okay with me having a defense test when I'm in mid air?

Also as my books not to hand, do bursts have damage modifiers in 5th or only pool modifiers? Also is that only one ofuthe three shooting at me or do I need to do this in triplicate?

Thvor

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« Reply #23 on: <08-12-13/1455:36> »
Out grocery shopping, so rolls when I get in. I had missed that the first jump would have been a vertical despite the run up, so that's fine but a Couple of things, I'm pretty sure its not half a meter per success for a vertical jump, so long as I'm alive I make the jump in this case either way but it'd be good to know for later. Secondly, are you sure you're okay with me having a defense test when I'm in mid air?

Also as my books not to hand, do bursts have damage modifiers in 5th or only pool modifiers? Also is that only one ofuthe three shooting at me or do I need to do this in triplicate?

For the jump:
Quote from: 5E, page 135
For a vertical jump, it’s the same test, but you get half a meter of altitude per hit and the maximum you can jump is 1.5 times your height.

For the defense: a) I'm not trying to kill you, despite all appearances. :) b) Movement is spread across the entire combat turn, which in this case is going to be two passes for you. So, technically, you wouldn't reach the wall until sometime during the second pass (:o), but I'm not going to be anal about that; I'm just going to say that you made it, but had to run through a hail of bullets to do so. Either way, you're on the ground when the shooting starts, and can react accordingly.

As to the number of people shooting: it's just the one straight ahead of you. The other two aren't shooting yet, for some reason ;), and the leader hasn't had a chance to go yet. And unless I'm missing something, the firing mode only impacts your defense pool (page 178-180).
« Last Edit: <08-12-13/1458:14> by Thvor »
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Chrona

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« Reply #24 on: <08-12-13/1516:16> »
I'd missed the half there, must have read it as "meter of altitude". Defense rolls incoming

Chrona

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« Reply #25 on: <08-12-13/1651:27> »
What force was it at?

Chrona

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« Reply #26 on: <08-12-13/1655:22> »
Also he cant make me drop till his next pass and is at -2 from me running, so his spellcasting pool is ridiculously big lol

Thvor

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« Reply #27 on: <08-12-13/1707:10> »
Erm, sorry, forgot to take off two dice for your running. My standard when reducing dice pools after the fact is to take them off the end of Invisible Castle's results, which doesn't change his total hits in this case.

He cast it at force 10--and yes, he does have a frightening pool for spells. I expect that you'll find out more about him sooner or later. :)
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Chrona

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« Reply #28 on: <08-12-13/1733:48> »
No character of mine will ever react well to mental manipulation spells. My first character Chrona, who used them himself, didn't even like others using them. A nosferatu used influence on a team member to make them be quiet once and Chrona used control thoughts on the same team member to make them keep talking, just to out do them.

Edit: aw Thvor logged out while I was rolling my death dice, I hope he comes back soon xD

Entertaining the idea that I survive because of medical intervention by other team members ( in the next 18 seconds..... hm.) lets see how long it might take a troll of my size to heal!

Heal with -2 for street conditions (4d6.hits(5)=3, 4d6.hits(5)=0, 4d6.hits(5)=1, 4d6.hits(5)=1, 4d6.hits(5)=0, 4d6.hits(5)=3, 4d6.hits(5)=0, 4d6.hits(5)=1, 4d6.hits(5)=0, 4d6.hits(5)=0)
1d6=2
So that's  an outcome of 9 healed in 9 days, then a critical glitch giving me 1 more damage over 3 days. So after 12 days rest im at 3P damage
more healing (4d6.hits(5)=0, 4d6.hits(5)=2, 4d6.hits(5)=3)
Which takes 3 more days to heal.

All in all i'm out of commission for a maximum of 15 days, reducible by performing stabilization, then first Aid, then the Heal Spell and then Medicine.
« Last Edit: <08-12-13/1859:44> by Chrona »

Thvor

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« Reply #29 on: <08-12-13/2027:45> »
 :o

  ???

 :-\

Ok, I did NOT see that one coming.

...

<ponders the situation, tries to figure out how to get through it without going full deus ex machina...>

Though, reading the RAW:
Quote from: 5E, page 170
When the total number of boxes in a damage track (Physical or Stun) are filled in, and damage still remains to be applied, one of two things happens:
...
Characters whose Physical damage overflow has not been filled can survive if they receive prompt medical attention. If no medical attention is available, the character takes an additional box of damage from loss of blood, shock, or other complications for every (Body) minutes he manages to hang on. If the cumulative overflow damage exceeds the character’s Body attribute before medical help arrives, he dies.
(emphasis added), and again:
Quote from: 5E, page 209
Characters who exceed their Physical Condition Monitor and enter into overflow damage...are at risk of dying if they do not receive prompt medical attention.

Two points: Armless took 11 damage, reducing his CM to 0, but not overflowing it--so the ongoing damage does not kick in. Which seems a bit counter-intuitive, I'll grant. But, even if you wanted to insist on it kicking in, he wouldn't take an additional damage per combat turn; it's one every 6 minutes (in his case), and he wouldn't check out totally until the seventh box--so he'd have about 41 minutes and 59 seconds left. :D I can work with that!
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