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OOC: Urban Brawl

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Thermo

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« Reply #1245 on: <11-20-11/2059:37> »
damn, that sucks.. hope you land on your feet, chummer

Sichr

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« Reply #1246 on: <11-21-11/0032:02> »
sorry to hear that. As others say, good luck finding a new home...at least stay someplace warm...you know...things can only get better ;)

inca1980

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« Reply #1247 on: <11-21-11/0159:49> »
That's too bad man but things will look up pretty soon :)

I'll just have your character fail his composure test and go running into the woods and get "lost" ....

So when you're ready to come back, he'll get "found" again :)

How's that sound?

Sichr

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« Reply #1248 on: <11-21-11/1352:17> »
Ill be able to post properly tomorrow I hope dont run away too far :)

Teyl_Iliar

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« Reply #1249 on: <11-21-11/1354:59> »
Ill be able to post properly tomorrow I hope dont run away too far :)
??? I think he's talking about firewall omae.
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Sichr

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« Reply #1250 on: <11-21-11/1444:55> »
I know, just..right now I miss one composture roll, and IMO infiltration...I need to look what Composture means :P

Sichr

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« Reply #1251 on: <11-22-11/1308:41> »
OK. GF is away now, so I can focus on th game :) for the start Ill read last week IC and Ill post my rolls if something is pending

Sichr

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« Reply #1252 on: <11-25-11/1133:06> »
Oh yeah. Here we go again :D

inca1980

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« Reply #1253 on: <11-29-11/0921:27> »
Ok, took a bit of a hiatus cuz thanksgiving break was wild.  Back now and ready to throw some dice!!

Thermo

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« Reply #1254 on: <11-29-11/1043:07> »
Nova (Blackberry Cat)

Innate spell: Combat Sense (each net hit gives +1 to surprise roll)
Nova: Combat Sense: Magic(4)+Spellcasting(3) (7d6.hits(5)=3)
Perception:
Nova: Perception: Perception(4)+Int(6) (10d6.hits(5)=3)
Surprise:
Nova: Surprise Test: Init(11) (11d6.hits(5)=3) (+3 for combat sense) = 6
Initiative:
Nova: Initiative: Init(11) (11d6.hits(5)=4) Total Initiative: 15

Shoryuken (Merlin Hawk)

Perception:
Shoryuken: Perception: Perception(4)+Int(6) (10d6.hits(5)=2)
Surprise:
Shoryuken: Surprise Test: Init(9) (9d6.hits(5)=5)
Initiative:
Shoryuken: Initiative: Init(9) (9d6.hits(5)=3) Total Initiative: 12

Max (Fenrir Wolf)

Perception: Hearing
Max: Perception: Hearing: Perception(3)+Int(5)+Enhanced Senses:Hearing(+2) (10d6.hits(5)=3)
Surprise:
Max: Surprise Test: Init(9) (9d6.hits(5)=3)
Initiative:
Max: Initiative: Init(9) (9d6.hits(5)=2) Total Initiative: 11

Thunderhead

Thunderhead immediately severs the mental connection with Shoryuken
Perception:
Thunderhead: Perception: Perception(1)+Int(5) (6d6.hits(5)=0), no glitch
Surprise:
Thunderhead: Surprise Test: Init(7) (7d6.hits(5)=1) Does Thunderhead get a bonus due to Nova's Combat Sense?
Initiative:
Thunderhead: Initiative: Init(7) (7d6.hits(5)=1) Total Initiative: 8

inca1980

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« Reply #1255 on: <11-29-11/1503:07> »
When I called for the rolls you were still sustaining the spell.  So even though you the player knows that your character has to make some rolls which have to do with surprise, your character would still be sustaining the spells unless you had IC'd that he dropped them in response to something that's actually IC (i.e. the howl).  Even after the howling and the crash of the rock you kicked you specifically said that you were still sustaining the spell so that's gonna count in your rolls.

That just knocks your Init down to 6 and everything else stays the same. 

You didn't command your cat Nova to cast Combat Sense so unless you take a free action to command it then it's not cast.  Even if it was cast, Nova casts it on itself so you wouldn't benefit from it. 

Don't mean to be a stickler but these are important things in strategizing and forgetting to buff up or having a weapon packed away instead of in-hand can be very crucial in combat so I don't want to just hand-wave things that make all the difference in the split second combat of SR. 

Things like having a weapon loaded, your typical combat systems engaged, or a focus touching your body i'll hand-wave.....but casting spells or dropping sustained spells I won't. 
« Last Edit: <11-29-11/1504:57> by inca1980 »

Thermo

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« Reply #1256 on: <11-29-11/1518:43> »
So I need to command my animals to cast innate spells? I thought that meant that they were on all the time. I had taught Nova (as her first 'trick') to alert me if her Combat Sense warned her that something was imminent. She's in my pack with her head poked out and I assume that she'd purr really loudly or something similar.

inca1980

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« Reply #1257 on: <11-29-11/1529:37> »
If you look at the section in Running Wild on Innate Spell it works just like a normal spell.  It's gotta be cast and it has drain and everything...it would have sustaining penalties as well.  In the wild I would say the cat casts it on itself when it's in combat or feels that combat is imminent but it failed it's perception roll. 

Innate Spell (Paranormal)
Type: as spell • Action: Complex • Range: per spell • Dur: per spell
A creature with the Innate Spell power has the instinctive
ability to cast one spell. The critter must possess the Spellcasting
skill in order to use the power effectively. Innate Spells cast by a
critter are the same as those cast by magicians, and magicians can
use Counterspelling against them as normal. Innate spells produce
Drain as normal. Critters and spirits resist Drain with either
Intuition or Charisma (at the gamemaster’s discretion).

Thermo

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« Reply #1258 on: <11-29-11/1839:52> »
thanks for linking that, I didn't see that section

Teyl_Iliar

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« Reply #1259 on: <11-29-11/1859:20> »
Thermo, Please make sure you post those rolls to the IC.
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