Pete's third shadowrun adventure:Welcome to Fortune

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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by fabyak »

Perception (3) + intuition (3) = 1, 5, 1, 3, 3, 6: 2 hits.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by fabyak »

Jon wrote:Way to go twinkletoes
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by HereComesPete »

Jasper is indeed the first to spot the movement ahead. But it doesn't take too long for everyone to notice them.

The tunnel is filled with red and yellow heat signatures as five tall gangly beasts tear toward the group. Jasper can see behind them another beast, it's false colours are glowing even closer to white in its chest and throat. They're quite a distance away, over fifty meters your goggles tell you, but they're moving very quickly, screeching as they advance.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Pnut »

Hernandez will draw both his revolvers and take aim at the nearest.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by deject »

Smith, I suggest you get back.
I shall also get my Ruger out and take aim at the closest of the beasts and draw the katana as well.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by HereComesPete »

Right now is real time, in terms of making the shot you are both (all) currently at -6 for distance and a further -3 for the fact that you're using thermographic in pitch darkness. I shall stack aims as +dice modifiers if you call bullet time.

I don't think anyone has anything with ranges above pistol except for Jasper by virtue of summoning and being possessed by something with spellcasting ability. Or Ingress' Drones, but seeing as how Joose appears to have lost the beard forum Ingress is currently a stuffed toy.

Distraction modifiers for summoning will rise by -2 to dice if you call bullet time. Jasper is already at -1 for stun and -1 for having another spirit still active.

So gun monkeys can make their shots count more or give Jasper a better chance.


Fabbles - Jon needs to roll for his composure test willpower 1 + charisma 5 - 6 dice, threshold 2.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by deject »

HereComesPete wrote:Right now is real time, in terms of making the shot you are both (all) currently at -6 for distance and a further -3 for the fact that you're using thermographic in pitch darkness. I shall stack aims as +dice modifiers if you call bullet time.

I don't think anyone has anything with ranges above pistol except for Jasper by virtue of summoning and being possessed by something with spellcasting ability. Or Ingress' Drones, but seeing as how Joose appears to have lost the beard forum Ingress is currently a stuffed toy.

Distraction modifiers for summoning will rise by -2 to dice if you call bullet time. Jasper is already at -1 for stun and -1 for having another spirit still active.

So gun monkeys can make their shots count more or give Jasper a better chance.


Fabbles - Jon needs to roll for his composure test willpower 1 + charisma 5 - 6 dice, threshold 2.
If Jasper can get some shit done, I'll wait. Otherwise, I'd take the aims. I'll leave it up to Dog Pants.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Dog Pants »

I'm going to ditch the bird spirit, since we have drones tracking our mark. I'm going to try something crazy and go to possess one of the gribblies. As always though, I've completely forgotten how.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Roman Totale »

Smith will indeed advance to the rear - I'm a lov...actually I'm not even that. I'll also be equipping my dart pistol as I want to see the effect of Narcoject on these things in the field.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by fabyak »

HereComesPete wrote:
Fabbles - Jon needs to roll for his composure test willpower 1 + charisma 5 - 6 dice, threshold 2.
1, 4, 2, 3, 5, 1: 1 hit.

:facepalm:
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Joose »

Right, im missing SR, so im going to do some catch up reading and jump back in to this one.
Dog Pants wrote:I'm going to try something crazy and go to possess one of the gribblies. As always though, I've completely forgotten how.
You can certainly try (at least, your Spirit can, which is I presume what you mean), but you'll have a right bugger of a time doing it. If these gribblies are fucked about with like the ones we saw earlier, you'll be at a pretty high target because of it being all unnatural, then it gets harder due to it not being a willing participant... and if you do attempt it, for the love of god dont glitch. The last thing we want is a cyber-gribbly being driven about by an out of control Baron Samedi :lol:

Would you not be better of possesing yourself?
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Dog Pants »

I think I might be better off possessing myself. I was hoping they'd be easier to possess as they're all unnatural, but I was waiting on a comment on how wise it was from Pete. You'll do though.

Okay, lets see if I can work this out. I pick a spirit power and roll against it with my summoning dice don't I? Which is Summoning skill plus Charisma?
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Joose »

Dog Pants wrote:Okay, lets see if I can work this out. I pick a spirit power and roll against it with my summoning dice don't I? Which is Summoning skill plus Charisma?
Short answer? No. Poke me on x-fire, I'll walk you through what you need to do.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Dog Pants »

Okay, so I want to summon a horse 5 Guardian spirit to possess myself;

Summoning (6) + Magic (5) - Drain (1) = 10 dice.

6, 5, 1, 2, 6, 4, 5, 4, 1, 1: 4 hits.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Joose »

I've put a thing in the wiki explaining the possession rules, because they are a bit all over the place in the books.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by HereComesPete »

Okies -

First of all Jon's actions - As a result of being a dangerously poor impulse controlling person, Jon pulls weapons and starts sprinting toward the group of creatures that are sprinting toward you, hollering as he goes.

Jasper's summon - 1 hit from the spirit so 3 tasks. Drain is 2, you resist this with willpower 6 + charisma 7. The watcher spirit in the bird dissipates. Appearing before you is a spirit in the form of Samedi, it's not the true dark king, but it still looks like a dark skinned man in a top hat and suit, leering and spitting as it answers your summons.

Jon's actions = bullet time!

So initiative please. Pants, you are rolling the spirits init so 12 dice. Pnut 11. Fabbles 11. Joose if you are returning to the game I believe yours is 14. Deject 7. Roman 9. I factored in modifiers for Pnut and Fab, Deject and Roman I don't think you possess anything that further boosts the initiatives you've listed in your data files.
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Pnut »

3, 4, 2, 6, 1, 2, 6, 6, 6, 6, 1 = 5
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Dog Pants »

I can auto-resist that with a pool of 12 can't I? 4 dice per drain?

If not, have a roll:
3, 6, 3, 6, 5, 3, 1, 4, 4, 3, 1, 1: 3 hits.

I'll instruct the Samedi Loa to attack the creatures. Jasper's not sure how he'll interpret that when he's unarmed, but I have an idea.

Initiative:
2, 4, 2, 3, 6, 5, 5, 3, 5, 1, 1, 3: 4 hits. Is that +12 for 16?
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by Roman Totale »

3,2,1,4,1,5,5,3,5 = 3 for 12 in total
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Re: Pete's third shadowrun adventure:Welcome to Fortune

Post by HereComesPete »

You can indeed buy hits at a rate of 4 dice for 1 success, the book suggests to only allow it under non-stressful/non-threatening situations and in this case I'm inclined to agree as everyone is out thee comfort zone to a greater or lesser extent, couple that with looming conflict etc. But you rolled and resisted so no drain.

Only you (out the party) can see the loa, you can communicate with it but you're riding along right now, generally the spirits are quite pleased to help you in your tradition as you treat them well and give them favours. Yes in this case the loa may think it a bit beneath him, but he's compelled to do his job and you can easily explain to him why you feel magical use of a spirit is necessary. Or tell him a crude joke.

It is indeed +12 for 16 in total.

So far -

Jasper
Hernandez
Smith
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