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[OOC, SR5] Splintered state

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Celtibero

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« Reply #75 on: <04-12-14/1134:55> »
since the group is not on a single location yet there should be np about making posts before certain parts are ready. the time each character receives the "summons" may also be different, so yeah, post away. when that part is done i plan to fast-forward to the Banshee neighbourhood.
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JackVII

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« Reply #76 on: <04-12-14/1145:02> »
Cool. What time did I receive my text from Hex? I see that Bewilderbeast's was around 0912. If I received the call early enough, I want to do the following:

1) Figure out where the Banshee is and possibly find out more about it (Probably a message to Hex for that).
2) See if I can't go harvest a few reagents before the meeting.

I'll post up IC.
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Celtibero

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« Reply #77 on: <04-12-14/1150:52> »
around the same time yes, early morning.
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martinchaen

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« Reply #78 on: <04-12-14/1156:03> »
Sweet! Great start to a Saturday morning. Good job Celtibero, looking forward to this.

JackVII

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« Reply #79 on: <04-12-14/1223:19> »
From my soon to be post:

Spirit Summoning Test: Spirit of Man w/Fear Power
Summoning Spirit of Man (F4): Summoning (6) + Magic (7) [Limit: 4] Spirit Resistance: Force (4) Resist Drain: Willpower (6) + Logic (5) (13d6.hits(5)=5, 4d6.hits(5)=0, 11d6.hits(5)=5)
4 Services (5 net hits, limited to 4 due to Force with 0 resistance) & No Drain.


Damnit, I forgot we were using the other dice roller. I'll use that one, hold up edit pending.

Summoning a Spirit of Man (F4), w/ Resistance & Drain Resistance: 13d6t5 4 4d6t5 1 11d6t5 4

OK, same basic deal, just one less net success. 3 services, no drain. Fear as Optional Power.
« Last Edit: <04-12-14/1229:31> by JackVII »
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Celtibero

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« Reply #80 on: <04-12-14/2305:03> »
update for vandarl, i know i promised to finish it today... :S i got this one done, i hope you guys are enjoying it, just wanted to say sorry for being slow posting that drek. any ways, that's it for today. hopefully as soon as all intro is done and i have the feel for each character done (and as soon as the group gets together) it should move faster from there, until i just ask for your comprehension.

On a side note, i figure you might have said Indian as in native American for the Mogul place, but i could not resist making it into a Indian (the asian type) eatery :D

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Vandarl

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« Reply #81 on: <04-12-14/2323:08> »
Nope, you nailed it in one. Indian as in the sub-continent is what I had intended.

Celtibero

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« Reply #82 on: <04-12-14/2335:49> »
good :) because i know jack about native American cuisine and a good deal about the other Indian type :D

anyways, i am taking a few liberties with the support cast, depending on whether i have information on their demeanour/description or not. if you guys had any other idea for them drop a line in here so i can tweak it further down the line.
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JackVII

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« Reply #83 on: <04-14-14/1015:25> »
@Celtibero:

1) How far away is the Banshee from my present location? Examining Map (Default to Intuition): 4d6t5 2

2) How do you want me to handle making reagent gathering attempts? The Barrens seem like an appropriate place to locate hermetic reagents, but it would involve a bit of searching through abandoned buildings and stuff, which could be dangerous. It sounds like you are intending on fast-forwarding to the meet once everyone had worked through their initial posts. Baron Mojo's plan was to have the spirit manifest and follow him around while he worked to dissuade anyone from trying to mess with him. Ultimately, he was going to work his way toward the Banshee while trying to gather reagents. It takes an hour to search a given area, so let me know if I can make any reagent harvesting rolls and how many before I arrive at the Banshee. I am shooting for being 10-30 minutes early.

3) I'm good with your interpretation of Hex. Not being particularly good with tech and being a bit scatter-brained ring true to me.
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Celtibero

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« Reply #84 on: <04-14-14/1127:58> »
1. around 3 miles on foot

i had some issues with location, so i am setting stokers in Bargain basement, not too rough, not too nice, its close to touristville where the banshee is located, should be about 45m to 1h walk if much. cabs are not impossible to find if you wish to take one, if it was the rats nest the story would be different :)

2- go ahead, tell us that story, ill intervene if need arises  8)



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JackVII

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« Reply #85 on: <04-14-14/1139:09> »
Cool, thanks. I'll walk it. I've got like 10 hours to get there and can clear 3 miles in an hour with a brisk walk.

I'm going to post three hours worth, which should take him up to lunch time. I'll wait to post another IC post after that.

Hour One of Reagent Hunting: Alchemy (2) + Magic (7): 9d6t5 1 = Nothing
Hour Two of Reagent Hunting: Alchemy (2) + Magic (7): 9d6t5 5 = Two reagents
Hour Three of Reagent Hunting: Alchemy (2) + Magic (7): 9d6t5 4 = Two reagents

One service used to have the Spirit of Man use its Guard power on the two of us. IC post up!

ETA: I don't wall of text when the crew is together, promise!  LOL

« Last Edit: <04-14-14/1248:51> by JackVII »
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martinchaen

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« Reply #86 on: <04-14-14/1229:11> »
Aaah fuck, we're heading into Touristville? But I don't want my shiny Ares Roadmaster to end up on blocks! :D

Celtibero

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« Reply #87 on: <04-14-14/1241:51> »
could be worst :D ratīs nest and there would even be no blocks to tell the spot where it was parked :D
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Bewilderbeast

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« Reply #88 on: <04-14-14/1302:28> »
I'm trying to get a post up, but it appears orokos is down. Or is that just me? Keeps giving me database errors.

EDIT: Nevermind, appears it's back up!
« Last Edit: <04-14-14/1312:14> by Bewilderbeast »
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Bewilderbeast

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« Reply #89 on: <04-14-14/1335:38> »
Bad Johnny Juju is summoning a Force 6 Spirit of Air to watch his back.
Summoning roll grants him 5 hits: http://orokos.com/roll/182463
Spirit's resistance roll, 0 hits: http://orokos.com/roll/182469
Drain resistance, resisting the minimum drain of 2: http://orokos.com/roll/182470

Yup, no drain. Force 6 spirit with 5 services. Johnny specifically waited until sundown so the spirit should be there throughout the night.

Optional powers are Fear and Elemental Attack.
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