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[OOC] Missions 2 - Tunnel Vision

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Kouryuu

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« Reply #270 on: <12-18-11/0713:10> »
Quote
then he rejoins the team and they all walk for a while in the footsteps of the previous team, when coming to the ledge Sam activates his gecko gloves and prepares his climbing equipment. he looks at the wall, ...  wet, so much form my gecko  :( ... Better not Risk it, but any way he sets a foot on the ledge to try it out(1hit;G), how hard would it be, and slips the fall is immanent,

saving himself(5)


Sam had slipped on the very first move. He tried climbing as a part of his training, but he really was amateur when it come to the real life risking climb. He did however remembered well, how to tie the knot. The harness hold, and after two seconds of  fall, that in his accelerated world were enough to think over his life twice, the rope swinged him hard on the wall. Still breathless, wet and a little dizzied he hung, catched the pipe that was sticking out of the wall here to stabilize himself 6 meters from the top of the well.

Quote from: ooc
you got 6P falling damage to resist with Body + HalfImpact + Gymnastic

Kour, I'd prefer you put the results of the roll in ooc quotes instead of the way you do so now. It's difficult to say at glance if you succeeded or no when browsing on mobile or tablet, as it require to open another tab in browser. thanks.
adding the soak roll from yesterday, you might have missed this one 4 hits, but would this format do showing hits in brackets after the link?
Sam Whirls in the air to prepare for a hard impact(4).
so Sam is 6m down 10 to go and I guess 2P damage not stun?
should i make new roll fro descend or can i get in the winch now in mid air?
« Last Edit: <12-18-11/0716:14> by Kouryuu »
Prepare for the worst, hope for the best and expect nothing!
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Sentinemodo

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« Reply #271 on: <12-18-11/0716:00> »
With the exception of Sam, all of you can safely go down via the Beaver-crane (if you're using the oxygen mask).

you got total of 2hrs oxygen per man, after that you'll have 10 minutes of. If you don't use the mask, resist the drowning damage.

somebody make an IC post about it.
Sorry for a small delay ;)

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Sentinemodo

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« Reply #272 on: <12-18-11/0719:40> »
Quote
you got 6P falling damage to resist with Body + HalfImpact + Gymnastic

so Sam is 6m down 10 to go and I guess 2P damage not stun?
should i make new roll fro descend or can i get in the winch now in mid air?

Yes that's physical damage.
make a climbing roll(1)  to climb over or gymnastic roll(2) to jump to the line from the winch. The latter if failed means another fall. In the first only on glitch.
Sorry for a small delay ;)

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Kouryuu

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« Reply #273 on: <12-18-11/0727:47> »
Quote
you got 6P falling damage to resist with Body + HalfImpact + Gymnastic

so Sam is 6m down 10 to go and I guess 2P damage not stun?
should i make new roll fro descend or can i get in the winch now in mid air?
Yes that's physical damage.
make a climbing roll(1)  to climb over or gymnastic roll(2) to jump to the line from the winch. The latter if failed means another fall. In the first only on glitch.

Climbing over to the winch(3)

forgot the modifiers, but all hits are on the first dice, so ...
« Last Edit: <12-18-11/0741:37> by Kouryuu »
Prepare for the worst, hope for the best and expect nothing!
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Sentinemodo

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« Reply #274 on: <12-18-11/0734:01> »
Quote
you got 6P falling damage to resist with Body + HalfImpact + Gymnastic

so Sam is 6m down 10 to go and I guess 2P damage not stun?
should i make new roll fro descend or can i get in the winch now in mid air?
Yes that's physical damage.
make a climbing roll(1)  to climb over or gymnastic roll(2) to jump to the line from the winch. The latter if failed means another fall. In the first only on glitch.

Climbing over to the winch(3)

forgot the modifiers, but all hits are on the first dice, so ...

guess you made it :D
Sorry for a small delay ;)

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Kouryuu

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« Reply #275 on: <12-18-11/0743:01> »
A night out with friends can get your SR character killed - Now that's a lesson i am happy not have learned.  ;D
Prepare for the worst, hope for the best and expect nothing!
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Sentinemodo

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« Reply #276 on: <12-18-11/0831:32> »
Larz. One mroe thing on the background count - since you entered it, the spell you've cast (increased reflexes) got reduced in strength by one hit. I am not sure (not checked yet), but this probably mean you have one IP less.
Sorry for a small delay ;)

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Larzarus

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« Reply #277 on: <12-18-11/1243:08> »
Second question: Is the background directed? There are usually mana picks and ebbs, which let me assume there is also a local minima respectively maxima around somewhere in the second level. Can Lips roughly guess the direction to that point?

The man ebb here (meaning there is more of it around, but it's difficult to manage for you). Make an astral perception roll please, you may use your quality, don't forget about modifier of -1 due to the background count. the treshold is 2.

Actively looking around in Astral: 4 hits

Larz. One mroe thing on the background count - since you entered it, the spell you've cast (increased reflexes) got reduced in strength by one hit. I am not sure (not checked yet), but this probably mean you have one IP less.

I had 7 hits in the spellcast check, but the Substain Focu 3 only allowed 3 hits to be counted

Sichr

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« Reply #278 on: <12-18-11/1253:57> »
Sustaining focus may be affected, not the spell. Well not sure...

Sentinemodo

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« Reply #279 on: <12-18-11/1312:32> »
I am not that sure myself, but my reasoning was:
- at the moment of casting you had 7 hits
- you took only 3 and discarded the additional ones
- the spell casted had effectively 3 hits
- you got into background count zone
- spell was reduced in strength

you may want to recast the spell - but you need to recast it at force 4 to have the same effect as outside the zone
Sorry for a small delay ;)

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Larzarus

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« Reply #280 on: <12-18-11/1319:40> »
+1 each should be enough for now.

How does it work with my combat spells? E.g. I cast a Force 3 spell at someone.
Does the background only reduce -1 from my magic attribute or does it also reduce -1 from the Force, i.e. I have to cast a Force 4, to get a Force 3 spell?

I.e. without overpowering Lips, he only can cast effectively Foce 3 spells?

Sentinemodo

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« Reply #281 on: <12-18-11/1327:17> »
Street Magic pg 118.
Whether positive or negative, in game terms background
count reduces a character’s Magic attribute by its absolute value.
...
If background count reduces
a character’s Magic to attribute to
0 or less, he is rendered unable to
use any magical abilities within the
area. A background count-modified
Magic attribute counts for all uses
of magic, including dice pools and
limitations imposed on the Force
of spells or spirits. Additionally, the
process of gathering and shaping
mana is more difficult in areas with
background count, so the absolute
value of the background count is
also added to the Force whenever
a character resists magical Drain.


---------

So the ansewer is that without overpowering you are limited to force 4 spells, but you cast them as if on force 5 for drain value purposes.
There is an example on pg 120
Sorry for a small delay ;)

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Sentinemodo

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« Reply #282 on: <12-18-11/1351:19> »
Sichr, did you left any signal 4 or stronger commlink with the beaver?

Otherwise, you'll be cut from the matrix as soon as you move out from the direct vicinity of the well.

Also, Bob probably expect another report.
Sorry for a small delay ;)

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Sichr

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« Reply #283 on: <12-18-11/1405:43> »
Ill leave damaged Fly Spy on that crossroad as another retrans...it aslo provede us with overview of the situation at our back...just for sure...Rover(r5) - Dalmatian(r4) - Beaver (r3) - Flyspy (r3) - We have that Erics commlink with signal 5 at next step, also my equipement is signal 5 rating and Dobermans are r4 devices

Sichr

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« Reply #284 on: <12-18-11/1408:22> »
also the same goes for radar sensors, if equiped. Dalmatians have 1km range radar for mapping and orientation purposes.

 

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