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Into the Chaos (OOC)

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Imladir

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« Reply #315 on: <10-24-16/1719:16> »
Noëmie is not trying to hide anything, she really forgot about it :o
Plus, she doesn't really know how to use it anyway so not having it doesn't change anything.
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Ennui

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« Reply #316 on: <10-25-16/0946:05> »
I'm not 100% on how recovering damage works.  how much stun do I recover as I sleep and do I need to make any rolls?
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Mulcarn

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« Reply #317 on: <10-25-16/0954:23> »
For Stun damage its a Body + Willpower (1 Hour) Extended Test.  Meaning, for every hour of rest your character gets, roll Body + Willpower and with every hit on that Test you take off one box of Stun damage.

Or you could buy the hits at a 4:1 ratio and ignore the rolling.  Up to you.

Physical Damage is Body x 2 (24 Hours) Extended Test.
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Ennui

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« Reply #318 on: <10-25-16/2100:08> »
Then buying hits at 2 per hour I should be fully recovered after 6 hours of sleep.  Yay me.
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gilga

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« Reply #319 on: <10-25-16/2206:11> »
Maxwell, the combat opens with one of the zombies opening automatic fire. It is suppressive fire from an AK-97. (stick and shots ammo)

Your actions are at: -3.
Supressive Fire: 8d6t5 3

If you do not drop prone/take cover roll reaction + edge - if you do it costs 5 initiative and will provide you partial cover.

Ennui

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« Reply #320 on: <10-25-16/2210:11> »
Oh and do we gain edge in the morning?
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gilga

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« Reply #321 on: <10-25-16/2216:51> »
If you sleep well, then yes.  1 edge per day.

Mulcarn

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« Reply #322 on: <10-25-16/2217:51> »
Initiative: 12+2d6 23

Using Hit the Dirt to drop prone.  Putting me at 17 Initiative.

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Imladir

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« Reply #323 on: <10-25-16/2220:52> »
I assume that determining that one is a drake is as hard as determining that one is a technomancer,  (5 hits, so with 6 hits the person sort of knows anything there is to know.).

If Noëmie is the first one he ever saw, I don't see how he could know what she is exactly. That there is something weird, that she's not like any other elf he met, sure.
But that she's a drake, not so much.
It can be ruled that way of course, but well... It won't end well... Noëmie is more likely to torch the place right now than risk this information from going out :o
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gilga

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« Reply #324 on: <10-25-16/2222:59> »
Initiative: 10#10+1d6 15 15 14 12 13 14 11 15 16 12

rolled for 10 that is enough, but there will be more coming, you should be surprised by how many there are now, there weren't that many before the blissful weeks of Red's reign.

Mulcarn

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« Reply #325 on: <10-25-16/2225:38> »
Can you draw a diagram of how far apart they are and what distance they are from me.
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gilga

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« Reply #326 on: <10-25-16/2230:57> »
I'll place them about 30-40 meters from you and in 3 directions, 4 int he front and 3 to your right, 3 to your left.
They will take one combat turn to get to melee range with you, so in the first one you have your actions to do.


gilga

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« Reply #327 on: <10-25-16/2238:24> »
Well she is sort of going to have that place torched in a few days anyhow.

I think it is reasonable, as right now Nyx is vulnerable to that kind of assensing but once she learns masking it becomes highly unlikely to out her as a drake so it does not seem so restrictive for me. 

Since that mage knows that she is a Drake, it will be very hard to convince him that you are not working for a dragon but as such if you play the dragon story well then get a +5 dice social modifier for appearing considerably more powerful than you are. If you try to convince him that you are not a dragon with influence or something like that, then well no modifier.

Mulcarn

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« Reply #328 on: <10-25-16/2247:30> »
F8 Fire Spirit rolling (Force x 2 + 3) +2d6 with a -10 modifier for being late and -2 due to BGC.

EDIT: BGC only affects actions for Astral Forms and Dual-Natured Critters.  Initiative and Defense are unaffected.
« Last Edit: <10-26-16/1213:43> by Mulcarn »
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Mulcarn

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« Reply #329 on: <10-26-16/1225:35> »
Initiative: 19+2d6 25 - 10 Late Penalty

Initiative Order - Pass 1

Gunner Shedim: 16 - Will continue laying down suppressive fire
Other Shedim: 15 15 15 14 14 13 12 12 11 - Leaving Bodies to fight on the Astral
Sovereign: 17- Called and Commanded Spirit
Conflagration: 15 - Materialized in Combat

Initiative Order - Pass 2

Other Shedim: Astral Initiative: 9#10+3d6 20 21 15 16 24 23 18 22 19 - Astral Combat
Sovereign: 11 - Casted Increase Reflexes on self
Gunner Shedim: 6 - Continuing Suppressive Fire
Conflagration: 5 - Astral Combat
 
I'll roll for the Shedim astral combat soon.
« Last Edit: <10-28-16/0623:29> by Mulcarn »
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