April 4, 2019 at 1:46 pm #17313
Well the counterargument would be “maybe the shedim are acclimated to the BGC and thus don’t suffer the -1.”
You can do it, Beta! Just stab ’em with the pointy end of your stick! And if they somehow find Jawsey’s empty body while he’s away and possess it, don’t worry, Mato will stab them real good!April 5, 2019 at 10:05 am #17357
Sorry I didn’t get back to this yesterday, had one of those days where sitting down with orokos to roll stuff out was just a longer block of time than I could free up.
@tecumseh problem is that the BCG shuts down his stick, effectively taking 4 dice off his attack (leaving him basically at par with a force 5 spirit). So I think the plan is try to sneak, then fight only if needed (using edge most likely). And to start that off …
Very, very, VERY spotted. I’ll IC that shortly, then move on to combat.April 6, 2019 at 10:15 am #17409
Next time, you may want to ask AM for a boost before going all astral.
Initative: 2#10+2d6 19 15April 6, 2019 at 12:12 pm #17411
Is the BGC of 1 localized near the building or is that the standard BGC for the Barrens? In other words, if Jawsey wanted to lure them away, would he only have to go a short distance or would he need them to follow him all the way to, say, Bellevue?
I guess the second question – or maybe it should be the first question – is whether the shedim are astral-only or if they’re actively possessing bodies. If they’re possessing bodies then they’re not in a good position to give chase in case Jawsey wants to book it.April 6, 2019 at 12:38 pm #17413
It is the standard BGC, but he can make quite a distance in astral movement so he can be in Bellevue in a few seconds of chase.April 8, 2019 at 12:32 pm #17466
Sorry for the delay in getting to combat. After a hectic weekend I think I’m back on schedule.
He’s not in the best position for a fight (no spirit up, no spells up), but luring the spirit out of the BCG is indeed the plan. But initiative has to happen first. I don’t have the book in front of me, so I’m not positive about shedim intuition, but for now I’ll assume it is equal to force.
Well, with those rolls it won’t matter if the Shedim has an extra +1 intuition. Jawsey gets to go first. It is not explicit in the CRB, but I’d assume that using high speed astral travel is equivalent to ‘sprinting’ in that it takes your action. (so both Jawsey and the spirits spend their first action in high speed astral movement)
When combat comes:
Init 16: Jawsey attacks
astral combat: 14d6t5 5
I’m going to assume that it gets +1 on its dodge for having a friend in melee, but really I’m just making that up … let’s see if it might matter:
shedim 1 dodge: 11d6t5 8
Nope, +0, +2, either way it easily dances away from Jawsey’s blade. I forgot the -1 for Jawsey’s reach, but that also would not have mattered.
Pass 8: Shedim both attack (I’m again going to assume that they get +1 for friend in melee type effect). But applying the reach bonus to Jawsey’s dodge.
shedim 1 attack: 11d6t5 2
shedim 2 attack: 11d6t5 1
Jawsey dodge vs shedim 1: 11d6t5 5
Jawsey dodge vs shedim 2: 10d6t5 5
So far Orokos is favouring defense!
Pass 6: Jawsey attacks shedim 1 again.
Jawsey attack vs shedim: 14d6t5 7
shedim 1 dodge (2nd in turn): 9d6t5 1
Ouch, shedim is soaking DV15 with its Will (assuming will 5)
shedim 1 soad (vs dv15): 5d6t5 1
It takes 14 points of physical and is disrupted.
Out of time for now (lunch is well past over). Gilga, feel free to take control of the 2nd shedim for next turn, else I’ll get back to rolling this out later today.
April 8, 2019 at 2:38 pm #17476
- This reply was modified 2 months ago by Beta.
FYI: In the astral, all spirit attributes are equal to force, so you did everything correct 🙂April 8, 2019 at 3:14 pm #17484April 8, 2019 at 9:45 pm #17507
shedim goes first, 3 actions on both sides
pass one, init 25
Using Gilga’s attack roll: 2 successes
J astral dodge: 11d6t5 6
pass 2 init 12. They go at the same time.
J astral combat: 14d6t5 4
J astral dodge: 11d6t5 1 — should be 10 dice, final die was a 3. Not quite a glitch.
shedim astral combat: 7d6t5 2
shedim astral dodge: 5d6t5 3
J soak: 5d6t5 2
shedim soak: 5d6t5 0
2nd shedim dead, Jawsey takes 3 damage.April 9, 2019 at 7:13 pm #17555
Using his various sensors and bits of gear, Mato can buy the following hits for Perception:
Visual – 4 hits
Hearing – 3 hits (maybe only 2 hits if the sound dampening effect subtracts more than 2 dice)
Smell – 3 hits
In addition, his radar sensors can see through 20 cumulative points of Structure Rating. That’s enough for two brick walls, or one brick wall (e.g. the exterior) and several internal drywalls. Range is 20 meters.April 10, 2019 at 1:00 pm #17579
Are Bobby’s Critter Armor and Critter Goggles for his bear form then? Just want to know how to RP it.April 10, 2019 at 1:35 pm #17583
I’ve added the Drake mod which let’s the armor expand to different forms. The goggles are adjustable too. (The easiest way would be to go black bear, since they are quite a bit smaller, but I’ve paid for the stuff, so I’m gonna use it 😉 )April 10, 2019 at 1:41 pm #17587
What book is the drake armor mod from? I haven’t heard of it but it sounds convenient.
Does anything have trodes in it? Wondering if there’s a way for Bobby to communicate or if we’re still using body language and drawing in the dirt with a claw.April 10, 2019 at 2:13 pm #17594
I’ll add the Mind link spell to Jawsey’s list of things to spend karma on. (it is actually one of the few things that may be better as a preparation, but I will have to see if he ever decides to be bad at alchemy as well as bad at spellcasting). But first to buy his magic all the way up to 3!April 10, 2019 at 3:49 pm #17601
Bear head is big enough for the trodenet to work.
Drake Armor mod is from Howling Shadows p.165
Shifting into dracoform causes a certain degree of
body growth, not to mention the appearance of a tail
and sometimes wings. This can play havoc with clothing
and armor. Some drakes opt for less restrictive clothing
while others have their clothing specially tailored with
magnetic flaps and size-adjusting gusseting. Such ad-
justments increase the cost of the armor or clothing by
10%. Keep in mind that a lot of people will pay big mon-
ey for a drake, so you’d better find a tailor you really trust
or learn to do it yourself.April 11, 2019 at 4:17 pm #17633
If Chau is concealed, do any of Mato’s sensors detect him? I think the radar sensors should at least be able to detect the shape. The body would probably be blocky and not recognizable as Chau, but I think it would be able to spot the presence of something vs. nothing.April 11, 2019 at 5:29 pm #17643
If there is an invisbility spell in play, radar won’t work as it’s just another form of EM-wave against which the spell works. Ultrasound would be a whole other thing though.April 12, 2019 at 12:59 am #17649
An improved invisibility spell, yes, since that’s specifically mentioned in the rules text for radar sensors. But if it’s something broader, like a Trid Phantasm spell disguising the corner of the room, then Mato should have a shot at it.April 13, 2019 at 1:35 pm #17705
Per the IC post, Mato will try to pull the blanket/poncho off and see what’s underneath.
If it’s Chau, then Mato will try to assess whether Chau can be moved. If so, Mato will want to move him outside. If it’s not Chau, or if Chau can’t be moved, then Mato will reassess the situation.
Ultimately, if Chau drops dead then it makes our lives easier, or at least simpler. If we save his life, maybe we make a friend (of him or his father), or maybe we just complicate our lives.April 15, 2019 at 5:06 am #17783
Sorry for the late reply, you can sense him with all your sensors. He is not invisible but disguised using the disguise skill. (and some help from an RP poncho). You rolled perception – but only one gained net hits vs Chau’s disguise roll.
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