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[5eOoC] 2075/6: Stormy Waters [Persistent World; recruitment always open]

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Kinkerbell

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« Reply #2100 on: <07-24-15/1937:36> »
If Al is going with the boat stunt, Goodnight will unhold her action to dismiss her fire spirit. She wont forcenit to stsy and endure torture.

adamu

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« Reply #2101 on: <07-24-15/1940:41> »
@adamu

I don't expect that we can keep the fire spirit for a minute under the spray, so it takes damage, but I'll calculate the -4 it gets to all its tests into my next attack resolution:

Ini 10:
Bulls Eye Burst:
Bulls Eye Burst: 11d6t5 7
Fire Spirit dodge (-4 allergy, -1 previous dodged attack from friendly fire spirit)
Fire Spirit Dodge: 14d6t5 3

Dmg: 15P AP 13
Fire Spirit soak: 2 automatic + 12dice (9 body + 16-13 armor)
Fire Spirit soak: 12d6t5 7 [12d6t5=6, 5, 4, 4, 5, 5, 2, 6, 4, 1, 5, 6]
6 Damage

Now, I'm not sure if the allergy would also affect the soak roll (normally those aren't penalized)
If yes, there would be two more points of damage.

Sounds great - not worried about the damage (you guys are doing fine!) - am much more interested in the cool factor.

adamu

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« Reply #2102 on: <07-24-15/1942:24> »
If Al is going with the boat stunt, Goodnight will unhold her action to dismiss her fire spirit. She wont forcenit to stsy and endure torture.

Smart play.

It is great that you really care about your spirits - I was your GM, you would be richly rewarded!

But since I am not, I think this will make Al and Goodnight's future meeting even more interesting than it was already going to be!

Kinkerbell

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« Reply #2103 on: <07-24-15/1944:26> »
One of Goodnight's lovers is a free spirit fleshform merge in Earl's court. She's learned a lot from that relationship.

adamu

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« Reply #2104 on: <07-24-15/1947:54> »
Oh yeah, I am just waiting for Al to get that piece of information...

As fun as this fight is, I am hoping we have another downtime scene soon - there are always just so many cool chances for IC interactions.

gilga

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« Reply #2105 on: <07-24-15/1951:41> »
Wow awesome posts! I love it. Will give us some stuff to talk about. I have no idea what to do mechanically with the water spraying but I think that it is safe to assume that that fire spirit is out of luck.

adamu

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« Reply #2106 on: <07-24-15/1952:43> »
@gilga - DUDE - did you just set my shop on fire!

I am laughing out loud - AWESOME!

That just makes it so awesome.

(Seriously, I have way too much post-money on my sheet - I'll just buy a new one).

Looks like I'll be taking the boat out of here after all!

gilga

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« Reply #2107 on: <07-24-15/1956:36> »
Maybe you have fire insurence but seriously a F8 fire spirit... no wait two F8 fire spirits having kong fu in your shop?  Common - if this don't set your shop on fire nothing will ;)

For the record: water spirit attack Solo and no need to dodge.
Astral combat: 7d6t5 0
Assuming the fire spirit is gone.
Astral combat vs water spirit: 16d6t5 4
water spirit dodge: 10d6t5 5
That dodges it.

So the water spirit is still kicking in the astral but it has no hope of winning - if it could runaway it would. (it is F5 with 8 damage already).
« Last Edit: <07-24-15/2002:02> by gilga »

Kinkerbell

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« Reply #2108 on: <07-24-15/1957:45> »
@gilga: If I'm not talking out of my posterior here, it suffers the -4 allergen penalty to life because its wet. It'll take damage, but not a whole lot, but that penalty is going to give Isaint's shot on it a much bigger leg up. Its pretty much toast.

@adamu: He probably won't find out until you meet the spirit in person and they exchange liplocks. But hey, before that, he might get to see Goodnight stick a spirit in a suitably pretty corpse/victim so Goodnight can have her ally spirit!
« Last Edit: <07-24-15/2001:38> by Kinkerbell »

gilga

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« Reply #2109 on: <07-24-15/2004:07> »
Okay so the fire spirit takes -4 for being wet, Isaint shot it and did 6 damage. it will now be at -6 (right?)

Kinkerbell

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« Reply #2110 on: <07-24-15/2008:42> »
Right!

@Adamu: Heh. Killed. Nice IC misconception. If I were playing my namesake character, the spirit would have flipped Al the bird as it departed.
« Last Edit: <07-24-15/2010:19> by Kinkerbell »

adamu

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« Reply #2111 on: <07-24-15/2018:49> »
Right!

@Adamu: Heh. Killed. Nice IC misconception. If I were playing my namesake character, the spirit would have flipped Al the bird as it departed.

Yeah, it'll be another great scene if you ever summon that particular spirit again while running with Al!

gilga

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« Reply #2112 on: <07-24-15/2021:33> »
2nd initiative pass actions.

Solo 25: Attacked water spirit astral + full defense.
Isaint: 20:  killed Earth spirit.
Nitro: 20: ?
Goodnight: 19  -  meet Nitro
Fire Spirit (F8) 15: Attacked Solo and missed. 
Unbound F8 Spirit (Goodnight's): attacked and missed now released by goodnight. 

Smiley: 13: ?
Earth Spirit (F6) 12 : Attack Isaint
The Frenchman: 9 ?
Aaron: 8 ?
Al: splashed the fire spirit.
Water Spirit(F5) 6 - attacking Solo in Astral and missing

I am moving to pass 3 because there is nothing much people from outside can do to interfere.

pass 3:

Isaint: 10:  shot fire spirit 6 damage.
Nitro: 10: ?
Goodnight: 9  -  meet Nitro
Fire Spirit (F8) 5:   Run after Al and try to burn him! one angry spirit. (who is faster the spirit or the boat? ) Burn Al(-6): 12d6t5 6

Unbound F8 Spirit (Goodnight's): dismissed.
Smiley: 3: ?
Solo: 5 attacked (now outside) the astral spirit and missed.

So at the  third pass - Solo is fighting an astral spirit in the street and there is one angry fire spirit in a chase with Al.
« Last Edit: <07-25-15/0157:05> by gilga »

adamu

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« Reply #2113 on: <07-24-15/2033:13> »
Well, the boat is tied up. Otherwise I couldn't do what I am doing.

So no race/chase!

But since my action was on 8, then I have enough initiative left for another 5-penalty interrupt action.

I am looking in Run & Gun at either Run for Your Life or Dive for Cover. Both would allow me and Spike to go over the side and into the water before the thing could attack us.
RAW-wise, though, Dive is technically only for if you are in Suppressive Fire, and Run is only for use against Throwing Weapons or Indirect Combat Spells.
Seems silly to me to limit it that way, but I'll leave it to you...

If cool with you, Al and Spike go over the side under the water.

If not, no worries, do that attack - I'm still on Full Defense for the rest of the combat turn.

All good either way.

adamu

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« Reply #2114 on: <07-24-15/2054:38> »
Hey, I just noticed the spirit's six hits on attacking Al...were those always there or did you edit those in as a response to my post above?

No worries - I'll take that as a ruling on my rules stretch.

This is the spirit's third attack on Al, so that makes my defense roll 7 hits (all back on page 133), so Al avoids the attack.

BIG EDIT - looking back again, I see you had changed the spirit's second attack to Solo. So this is its second attack against Al.

Well, I don't have 7 hits on that one, I have 4, so will have to use Edge to reroll and try not to get burnt quite badly.

Reroll 15 failed dice to not get immolated: 15d6t5 3

So adding 3 hits to previous 4 I get 7 - just enough to avoid the attack.

I think that ends the combat turn....?

My initiative for next Combat Turn is 21.

If it goes first, I'll go full-D again. If not, i won't.

I'll declare my action when we find out which it is!
« Last Edit: <07-24-15/2114:09> by adamu »