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[5e OOC] Sunt Venatores Venationem

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8-bit

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« Reply #435 on: <03-27-15/1314:31> »
Ears are quite nice.  Let's go with the right ear.  Should the vampire's head be in less than stellar shape, a thumb will do as well.

That seems entirely random, but I like it. Easier than transporting the entire body.

"We bring your 6 vampire ears. Now pay up!" We didn't mention that it was 2 ears from each body.  :)

rednblack

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« Reply #436 on: <03-28-15/1202:21> »
Ears are quite nice.  Let's go with the right ear.  Should the vampire's head be in less than stellar shape, a thumb will do as well.

That seems entirely random, but I like it. Easier than transporting the entire body.

"We bring your 6 vampire ears. Now pay up!" We didn't mention that it was 2 ears from each body.  :)

I was thinking originally that a spinal vertebrae might be necessary to stop some enterprising hunters from keeping a vampire in the basement and simply cutting off ears and waiting for them to regrow, but DNA testing should make that problem a non-issue.  Plus, cutting a vertebrae free is time-consuming, and a little on the icky side.
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rednblack

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« Reply #437 on: <03-30-15/1109:14> »
@8-bit, the shotgun yak is heading downstairs and will be crossing paths with Stake in a few seconds.  How does Stake plan to handle that?

@All, IC incoming shortly.
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« Reply #438 on: <03-30-15/1119:45> »
He's going to be wary and ready to pull up his gun (which is still loaded with Gel Rounds). He's not going to actively point it at him though.

rednblack

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« Reply #439 on: <03-30-15/1146:08> »
Is he being quiet?  If so, can I get a Sneaking test?
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« Reply #440 on: <03-30-15/1154:19> »
Sneaking (Agility 7 + Sneaking 1 - Wounds 1): 7d6t5 1 [2, 3, 3, 6, 2, 4, 1]

I'm gonna blame it on the Kamikaze.

rednblack

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« Reply #441 on: <03-30-15/1159:04> »
Ok, uh, roll initiative.  This guy was not expecting to be coming face-to-face with a dude holding an assault rifle during his tactical retreat, while he's just found out that the place is infested with vampires, whatever the fuck they look like.
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« Reply #442 on: <03-30-15/1214:03> »
Initiative (Intuition 5 + Reaction 4 + 5d6 - Wounds 1): 8+5d6 33 [3, 6, 4, 6, 6]

Can I try and talk this guy down? Explain that I'm with the two he just left?

rednblack

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« Reply #443 on: <03-30-15/1225:41> »
Initiative (Intuition 5 + Reaction 4 + 5d6 - Wounds 1): 8+5d6 33 [3, 6, 4, 6, 6]

Can I try and talk this guy down? Explain that I'm with the two he just left?

Certainly.  You're going first, so I'll take a Negotiation test.  His body language says that he's scared, and caught by surprise.

ETA: I'll take whichever social skill you'd prefer to use.  Negotiation to appear non-threatening, Intimidation to tell him he needs to drop his weapon, etc.

Modifiers: -1 (Suspicious) +1 (Desired result is beneficial to NPC) so that's a wash.  If using Intimidation, Stake gets +1(Intimidating) +2 (Outnumber NPC), though there may be some risks trying to strong-arm him.  If Negotiation, Stake gets -1 (NPC is distracted) and +2 (plausible evidence.  This is technically a Con modifier, but NPC fiat says it fits in this case).
« Last Edit: <03-30-15/1238:46> by rednblack »
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« Reply #444 on: <03-30-15/1231:40> »
Not sure what modifiers, if any, you want me to apply. Right now, I'm just adding in First Impression and Wounds.

Negotiation Roll (Negotiation 6 + Charisma 8 + First Impression 2 + Tailored Pheromones 3 - Wounds 1): 18d6t5 5 [3, 6, 1, 6, 1, 6, 2, 6, 2, 4, 5, 1, 4, 4, 4, 3, 3, 4]

As a note, in case it's important, I'll be talking in Japanese. Hopefully, that will help calm him down.

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« Reply #445 on: <03-30-15/1240:15> »
Sounds good.  Go ahead and post IC. 

+1 negotiation mod: 1d6t5 1

Including the extra die for negotiation brings Stake to 6 hits
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« Reply #446 on: <03-30-15/1304:07> »
IC up.

rednblack

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« Reply #447 on: <03-31-15/1241:49> »
Leliel will be leading the team up the stairs.  Can I get Perception tests from anyone who wants to make one, and an Assensing test for Sister Rebecca?

Also, what is marching order at this point?
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Tecumseh

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« Reply #448 on: <03-31-15/1451:07> »
Perception: Intuition 6 + Perception 6 + Hear 2 + Vision/Audio Enhancement 3: 17d6t5 6 hits for sight/sound/smell (with adept powers for high-frequency hearing and scent)

Magic Sense: Magic 6 + Perception 6: 12d6 47, no wait I misrolled that
Magic Sense, take 2: Magic 6 + Perception 6: 12d6t5 5 hits, range is 60 meters. Detects "all foci, spells, wards, magical lodges, alchemical preparations, active rituals, and spirits".

Motion Sense: Magic 6 + Perception 6: 12d6t5 2 hits, which is enough to detect anything dwarf-size or larger

Sneaking, why not: Agility 5 + Sneaking 6 + Specialization 2 + Catlike 2: 15d6t5 4 hits, with Traceless Walk making Achak tough to hear

As for marching order, Achak is in the front and Sister Rebecca is behind as they head up the stairs. Until they get to the room in question, Achak is going to switch from his club to his Ares Crusader. I don't know if Stake's intention is to bring up the rear or to watch the lower floors and be prepared to cut off the vampire's escape.

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« Reply #449 on: <03-31-15/1626:08> »
Assensing (Int 3 + Skill 5): 8d6t5 4

it seems like the fewer dice I roll, the higher the % that are hits.

Do I see anything? (Int 3 + Per 3): 6d6t5 2

Do I hear anything? (Int 3 + per 3 + spec 2): 8d6t5 0

I think that last one is a glitch, aint it?
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