OOC2: More Things You Can't Say in Game

Charybdis Richelle
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Charybdis Richelle
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Re: OOC2: More Things You Can't Say in Game

#41 Post by Charybdis Richelle »

Juramenta wrote: Mon Feb 03, 2025 3:57 pm Is it possible for me to say one last thing to Pacman before we begin?
It's fine if it is to late.
You are fine. just post it in character. I am still waiting to have Skye roll for casting the Improved Invisibility spell. You can't all be in place until that.
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Re: OOC2: More Things You Can't Say in Game

#42 Post by Charybdis Richelle »

For the record, Ace Declares his Movement as Stationary. His intention is to drop El Cid off and then drive off about his early morning biz. While his GM knows he is about to be ambushed, Ace doesn't. He has no reason to Declare any other Movement.
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Re: OOC2: More Things You Can't Say in Game

#43 Post by Ozgood13 »

{Bone Biter}

Walking to the trees to hide.
May your staff be swift, but the point of your dagger be faster. :twisted:
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Re: OOC2: More Things You Can't Say in Game

#44 Post by kennethboyd69 »

Tears

declaired movement will be to act when headstone starts to go just ace to try and knock him out until that time happens tears will continue to pretend to be sunflowers
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Re: OOC2: More Things You Can't Say in Game

#45 Post by Charybdis Richelle »

kennethboyd69 wrote: Mon Feb 03, 2025 9:23 pm Tears

declaired movement will be to act when headstone starts to go just ace to try and knock him out until that time happens tears will continue to pretend to be sunflowers.
I don't want your Action. I need you to answer your Movement: Stationary, Walking, or Running.

If you choose Stationary, you may NOT Move this Turn, though you may Act.

If you choose Walking or Running, whether you actually leave your spot or not, the associated benefits and penalties apply.
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Re: OOC2: More Things You Can't Say in Game

#46 Post by kennethboyd69 »

tears will declair to be running when to act when headstone acts to get ace
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Re: OOC2: More Things You Can't Say in Game

#47 Post by Gremlin »

{Skye}

Initiative: 4 + 3 = 7

First spell - Improved Invisibility on Pacman:
Cast Force 4, Target #4: Sorcery 5 + Spell Pool 2 = 5, 4, 4, 3, 8, 3, 2
Drain vs (Force 4/2 + 1) 3M: Willpower 4 + Spell Pool 2 = 9, 15, 4, 3, 3, 2




Second Spell - Improved Invisibility on Skye:
Cast Force 4, Target #5: Sorcery 5 + Spell Pool 2 = 1, 1, 7, 4, 5, 3, 3
Drain vs (Force 4/2 + 1) 3M: Willpower 4 + Spell Pool 2 = 1, 4, 1, 1, 14, 5





Notes:
Improved Invisibility is resisted by the Intelligence of the person trying to detect the invisible target.
Each spell Skye sustains adds +1 to the target number of each additional spell cast since she has Focused Concentration. She cast the first spell on Pacman, so the +1 is on the spell she cast on herself. Any further spells she casts while she sustains those two are at +2 on the target number.

If I'm reading the numbers correctly, observers would have to overcome 4 successes to see Pacman and 2 successes to see Skye. Drain on the first roll was eliminated, but she takes 1 stun from the second cast. I'm assuming since this is all taking place before any combat she can cast them in separate 'rounds' so she gets her full Spell Pool for each cast.
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Re: OOC2: More Things You Can't Say in Game

#48 Post by Tay-Dor »

Invisibility makes the "subject is invisible to normal vision." Improved version includes technology like cameras and cyberware. So there's no way for anyone to see someone with Improved Invisibility without astrally perceiving.
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Re: OOC2: More Things You Can't Say in Game

#49 Post by Charybdis Richelle »

Physical Illusion Spells CAN be overcome... The difference is that Mana Illusion spells don't work on electronics at all.

From the BBB: "Mana-based illusion spells affect the mind and are ineffective against technological viewing systems like cameras. Physical illusion spells create actual sensory input and are effective against such systems. If the observer generates equal or more successes in a Resistance Test, then the observer determines that the illusion is not real. If the spell is not completely resisted, the character is fully affected by the illusion."
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Re: OOC2: More Things You Can't Say in Game

#50 Post by Charybdis Richelle »

Gremlin wrote: Mon Feb 03, 2025 10:47 pm {Skye}

First spell - Improved Invisibility on Pacman:
Cast Force 4, Target #4: Sorcery 5 + Spell Pool 2 = 5, 4, 4, 3, 8, 3, 2
{GM}

The Improved Invisibility spell on Packman has 4 successes. To see through the spell on Packman, a person (or machine) has to achieve 4 successes vs. TN 4.
Gremlin wrote: Mon Feb 03, 2025 10:47 pm {Skye}
Drain vs (Force 4/2 + 1) 3M: Willpower 4 + Spell Pool 2 = 9, 15, 4, 3, 3, 2
{GM}

I count 5 successes. That is enough to stage the Moderate Drain to nothing. :)
Gremlin wrote: Mon Feb 03, 2025 10:47 pm {Skye}

Second Spell - Improved Invisibility on Skye:
Cast Force 4, Target #5: Sorcery 5 + Spell Pool 2 = 1, 1, 7, 4, 5, 3, 3
I count 2 successes. To see through the spell on Skye, a person (or machine) has to achieve 2 successes vs. TN 4.
Gremlin wrote: Mon Feb 03, 2025 10:47 pm {Skye}

Drain vs (Force 4/2 + 1) 3M: Willpower 4 + Spell Pool 2 = 1, 4, 1, 1, 14, 5
{GM}

The Target Number hear is 4 (because you are holding 1 spell. That adds to the Power of the Drain Test).

I count 3 successes. That is enough to stage the Moderate Drain to Light Stun. That is 1 box on the Stun track and +1 TN mods to everything except Damage tests.

At the moment, Skye's total mods = +3 for most tests (2 for holding 2 spells and 1 for Stun Damage.) For Damage tests her mods remain at +2.

That penalty will reduce 3 from her Initiative rolls.
Gremlin wrote: Mon Feb 03, 2025 10:47 pm {Skye}

Notes:
Improved Invisibility is resisted by the Intelligence of the person trying to detect the invisible target.
Each spell Skye sustains adds +1 to the target number of each additional spell cast since she has Focused Concentration. She cast the first spell on Pacman, so the +1 is on the spell she cast on herself. Any further spells she casts while she sustains those two are at +2 on the target number.
{GM}

See my comments above for the correct mods.
Gremlin wrote: Mon Feb 03, 2025 10:47 pm {Skye}
If I'm reading the numbers correctly, observers would have to overcome 4 successes to see Pacman and 2 successes to see Skye. Drain on the first roll was eliminated, but she takes 1 stun from the second cast. I'm assuming since this is all taking place before any combat she can cast them in separate 'rounds' so she gets her full Spell Pool for each cast.
{GM}

The mods are +3 except for Damage tests which are +2. See above. Yes, your Spell Pool refreshes at the start of each new Combat Turn.
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#51 Post by Charybdis Richelle »

Yay! I now have all Iggies. :D

However, I still need Declared Movement for Pacman and Skye.

You will all already be in place at the start of the Combat Turn. I will start iggies when Ace's van pulls into the drive and parks in front of Cid's building to let Cid out.

If you Declare Stationary, you CANNOT move. You can act, but you are rooted to the spot. If you intend to leave your starting position, you MUST Declare Walking or Running.

So far, I have the following Movement and Locations

Baby Blue: Movement: Stationary. Location: in the front passenger seat of the minibus which will be in the Office parking area, NOT the parking area of Cid's building.
Bone Biter Movement: Walking. Location: Up in the canopy of a tree as close to directly across from the door as possible.
El Cid: Movement: Walking. Location: In the front passenger seat of Ace's van.
Headstone: Movement: Walking. Location: Hiding in the bushes to the west of the door
Pacman: Movement: Undeclared. Location: On the steps to the west side of the door.
Revs: Movement: Stationary. Location: in the driver's seat of the minibus which will be in the Office parking area, NOT the parking area of Cid's building.
Skye: Movement: Undeclared. Location: Undeclared.
Tears: Movement: Running. Location: Hiding in the bushes to the east of the door.

So far, the following characters have rolled Stealth, so they are attempting to hide:

Bone Biter
Headstone
Pacman
Tears

The remining characters have NOT rolled Stealth, so they are NOT hiding.

Baby Blue (but she is in the minibus in a different parking area)
El Cid (but he is in Ace's van at the start of the Combat Turn
Revs (but he is in the minibus in a different parking area)
Skye (though Skye is invisible)

Last call: If you do not Declare Movement, you will be Stationary for Combat Turn 1, no matter what happens. If you do not roll Stealth, you are NOT hiding at Combat Turn 1, no matter what happens.

I will move us into Initiative as soon as I know Skye's location.
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Re: OOC2: More Things You Can't Say in Game

#52 Post by Gremlin »

{Skye}

Skye will hide in a bush on the right side of the parking lot, opposite the farthest parking spot. The arrows imply it's one way and the windshield of Ace's van might not be as heavily tinted as the other windows. She won't be moving this round.

Stealth 3: 2, 4, 10

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Re: OOC2: More Things You Can't Say in Game

#53 Post by Charybdis Richelle »

The arrows are the directions for the entrance and exit to the underground parking garage. The curved entrance and visitor's lot is both directions.

But so noted :)
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#54 Post by Charybdis Richelle »

Yay! I now have all Iggies, Movement, and Locations!!! :D

You will all already be in place at the start of the Combat Turn. I will start iggies when Ace's van pulls into the drive and parks in front of Cid's building to let Cid out.

If you Declare Stationary, you CANNOT move. You can act, but you are rooted to the spot. If you intend to leave your starting position, you MUST Declare Walking or Running.

So far, I have the following Movement and Locations

Baby Blue: Movement: Stationary. Location: in the front passenger seat of the minibus which will be in the Office parking area, NOT the parking area of Cid's building.
Bone Biter Movement: Walking. Location: Up in the canopy of a tree as close to directly across from the door as possible.
El Cid: Movement: Walking. Location: In the front passenger seat of Ace's van.
Headstone: Movement: Walking. Location: Hiding in the bushes to the west of the door
Pacman: Movement: Undeclared. Location: On the steps to the west side of the door.
Revs: Movement: Stationary. Location: in the driver's seat of the minibus which will be in the Office parking area, NOT the parking area of Cid's building.
Skye: Movement: Stationary. Location: Hiding in the bushes to the far east of the building, across from the farthest parking space.
Tears: Movement: Running. Location: Hiding in the bushes to the east of the door.

So far, the following characters have rolled Stealth, so they are attempting to hide:

Bone Biter
Headstone
Pacman (and invisible)
Skye (and invisible)
Tears

The remining characters have NOT rolled Stealth, so they are NOT hiding.

Baby Blue (but she is in the minibus in a different parking area)
El Cid (but he is in Ace's van at the start of the Combat Turn
Revs (but he is in the minibus in a different parking area)

I will be posting the first combat round soon... Stay Tuned. :SAN:
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Re: OOC2: More Things You Can't Say in Game

#55 Post by Charybdis Richelle »

Just a general reminder, if you want to Delay your Action, you need to post it in the form of If X, then Y.

Ex. If I hear police sirens, I run for the minibus. If a team member gets hurt, I run to them with a medkit... etc.
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Re: OOC2: More Things You Can't Say in Game

#56 Post by Juramenta »

To avoid unnecessarily stalling the game with Headstone being up twice more before the turn ends.
He will delay his action waiting for a signal from Pacman to attack Ace. That way you can skip my passes when they come up, since I doubt we could even get close to that point during turn 1.
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Re: OOC2: More Things You Can't Say in Game

#57 Post by Charybdis Richelle »

Got it. So noted...
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Re: OOC2: More Things You Can't Say in Game

#58 Post by Tay-Dor »

Hopefully Bone Biter didn't just blow it.
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Re: OOC2: More Things You Can't Say in Game

#59 Post by Tay-Dor »

Added another view of the area around Cid's building with streetlights.
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Re: OOC2: More Things You Can't Say in Game

#60 Post by Gremlin »

{Skye}

Skye is casting a Stunbolt at Ace. The Force is 4 and the Damage Level is Deadly. Sorcery 5. Willpower is 4 and Drain is half the Force plus/minus modifiers. Half of 4 is 2. Sustaining one spell adds +1 but a Stunbolt has a modifier of -1, so the Drain is 2. But I'm using all her Spell Pool dice on the Drain roll since it has to step down from Deadly.

She has an additional +1 modifier on her target numbers due to her Light Stun damage, but I don't know if that applies to Drain since the rules specifically say "No target modifiers apply to this test except where specifically noted." That's a cut and paste quote. Sustaining spells is specifically stated to add to the Drain target number.

Spell roll - 5 dice: 1, 1, 9, 3, 5


Drain roll - 8 dice: 1, 3, 3, 2, 5, 8, 5, 3

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