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Carnelian
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PostSubject: Re: General OOC   Wed Sep 26, 2018 1:35 am

Psiniscience while walking with Felyx
https://orokos.com/roll/663617 = 19 vs 36 = 3 DoS
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PostSubject: Re: General OOC   Wed Sep 26, 2018 1:36 am

we sneaking around as one big group, a few small groups, or in shifts?
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PostSubject: Re: General OOC   Wed Sep 26, 2018 7:00 am

Bro, you guys aren't sneaking at all. At least not within the decided upon plan. If you want to break the plan and sneak off on your own though, rock and roll.
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PostSubject: Re: General OOC   Thu Sep 27, 2018 1:37 pm

Carnelian wrote:
Psiniscience while walking with Felyx
https://orokos.com/roll/663617 = 19 vs 36 = 3 DoS

Is there a range on psyniscience?

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PostSubject: Re: General OOC   Thu Sep 27, 2018 1:38 pm

Also, can I get a roll call on who is sneaking and who's staying put, as well as who's on first watch?

Obviously IC'ing accordingly to that action would also be a good call, if you haven't already.

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PostSubject: Re: General OOC   Thu Sep 27, 2018 2:54 pm

bobarctor1977 wrote:
Carnelian wrote:
Psiniscience while walking with Felyx
https://orokos.com/roll/663617 = 19 vs 36 = 3 DoS

Is there a range on psyniscience?


The rules say " Unless otherwise noted, he can use the Psyniscience skill to detect entities, locales, and events up to a number of kilometres away equal to his Perception bonus. The GM can, though, alter this range depending on the situation."

My perception bonus is +3, so up to 3km


Here is my stealth roll
https://orokos.com/roll/664211 = 73 vs 13 (-20 unskilled), 6 DoF

Although as per Felyx we're just strolling along, not sneaky and looking suspicious
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PostSubject: Re: General OOC   Thu Sep 27, 2018 2:56 pm

I'll hang fire on my IC until I get feedback on the psyniscience roll
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PostSubject: Re: General OOC   Thu Sep 27, 2018 4:48 pm

What would it take to bypass the lock? We looking at security? Tech use? Tech use to give me a bonus on the following security?
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PostSubject: Re: General OOC   Sun Sep 30, 2018 3:46 pm

Dave, you sense some mild psychic activity at the dig site/cave. Other thing you notice it opening your mind up to the world is pretty painful. Not unbearable but like a bad headache or being smacked upside the head.

Jeff, let's say security, but if you can pass a -20 tech use test you can get a +10 on your security roll. Sound fair? Naturally I'll expect you to IC some action for both rolls (even if its just techno-analyzing the keypad or whatever).

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PostSubject: Re: General OOC   Sun Sep 30, 2018 3:59 pm

Sounds good. Let's try that tech use first.
Int 44 +20 (skill/combi tool) -20 (test) <44; rolled 80. Nope city. http://orokos.com/roll/664740


Security:
Int 44 +10 (skil) +20 (multi key) <74; rolled 43/5 DoS
http://orokos.com/roll/664741
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PostSubject: Re: General OOC   Mon Oct 01, 2018 5:25 pm

Is it easy enough to lock and unlock the door at our leisure now?

If so, I suggest going inside and shutting/locking it behind us. Then we can rely on Felyx's auspex to guide us through the garage until we get to roughly the same spot as the truck with that sexy, sexy tech we saw before.

Felyx also has a stablight to make out fie details once we get there.
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PostSubject: Re: General OOC   Mon Oct 01, 2018 11:09 pm

Im going with the Idea that Donna isnt there on the first trip.
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PostSubject: Re: General OOC   Tue Oct 02, 2018 5:57 am

Iron and Metal wrote:
Is it easy enough to lock and unlock the door at our leisure now?

If so, I suggest going inside and shutting/locking it behind us. Then we can rely on Felyx's auspex to guide us through the garage until we get to roughly the same spot as the truck with that sexy, sexy tech we saw before.

Felyx also has a stablight to make out fie details once we get there.

I'm assuming the door locks automatically behind you.

You can navigate through the room by auspex but it'll be a test and it'll probably still be a lot of fumbling around in the darkness.

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PostSubject: Re: General OOC   Wed Oct 03, 2018 11:20 am

Tentative test for auspex:
Tech Use (skill/combi tool) <64; rolled 7/LOL DoS (7)
http://orokos.com/roll/665970
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PostSubject: Re: General OOC   Thu Oct 04, 2018 12:27 pm

Can I actually get an awareness test for both Felyx and Egill?

Thinking about it further I'm a little confused as to what benefit the auspex gives you here, but since you already rolled for it and it presumably would give you SOME information (even if I fail to see its relevance), you can get +10 to your awareness test.

EDIT: im going off the info on auspex's here...so maybe the book says that auspex's give you more info? Not certain.

http://warhammer40k.wikia.com/wiki/Auspex

awareness just seems better suited to seeing objects in the darkness and fumbling around without knocking into too much stuff as well as simply finding the tech amid all the gloom.

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PostSubject: Re: General OOC   Fri Oct 05, 2018 12:54 am

An auspex would pick out any concealed lifeforms (50m, the range might be affected by thick metal walls etc...)

My awareness
https://orokos.com/roll/666601 = 100... I have my eyes closed!
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PostSubject: Re: General OOC   Fri Oct 05, 2018 5:57 am

No concealed life forms - Auspex doesn't pick up anything out of the ordinary, just lots of electromagnetic radiation from the electronics and vehicles in the room.

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PostSubject: Re: General OOC   Fri Oct 05, 2018 5:36 pm

I'm not sure where the confusion about the auspex came from.
Bob wrote:
You can navigate through the room by auspex but it'll be a test and it'll probably still be a lot of fumbling around in the darkness.

So, we should be able to navigate the room easily enough. 7 DoS.

Awareness +10 <44; rolled 52. 2 Degrees of Failure.
https://orokos.com/roll/666758
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PostSubject: Re: General OOC   Thu Oct 11, 2018 8:20 am

Iron and Metal wrote:
I'm not sure where the confusion about the auspex came from.
Bob wrote:
You can navigate through the room by auspex but it'll be a test and it'll probably still be a lot of fumbling around in the darkness.

So, we should be able to navigate the room easily enough. 7 DoS.

Awareness +10 <44; rolled 52. 2 Degrees of Failure.
https://orokos.com/roll/666758

Right, but like I said, I'm trying more to test for not knocking shit over and making a fuckton of noise as opposed to finding the truck where the tech was before.

You may be able to navigate the room roughly but if you can't see shit at all (especially smaller objects like toolboxes, oilpans, random tools, carts, etc.), navigating in a stealthy fashion is going to be difficult.

And as far as I'm aware your auspex gives you no benefit to seeing in the dark or identifying trip hazards or other items scattered about.

I made a call and revised it shortly after thinking further about the purpose of an auspex (and reading more about it myself), I apologize for the inconsistency and error. Just trying to run the best game I can.

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PostSubject: Re: General OOC   Thu Oct 11, 2018 8:42 am

Bob wrote:
And as far as I'm aware your auspex gives you no benefit to seeing in the dark or identifying trip hazards or other items scattered about.

Enhancing Felyx's vision is never what I was arguing it could do. I think there has been a large misunderstanding from the get go, and perhaps I am doing a poor job of explaining myself. Allow me to try again:

If the auspex can view lifeforms through walls (which is a series of pings - like sonar - in a very basic sense as I understand it; think Aliens) then it should easily be able to "ping" the various items in the room. At least the large items. At 7 DoS, I would argue that it could ping a lot more than just the giant stuff. With that stuff then marked on the auspex and the auspex screen centered on itself, it wouldn't be difficult to walk around and avoid those things that the device has pinged.

In no way does that allow Felyx to physically see better in the dark, but it does give him a guide to follow.

Now, if your understanding of how an auspex works is completely different, then that is fine. As I said before, the ultimate call is yours. I am simply attempting to think outside the box and use the tools I have in the best way I can to succeed at the task at hand without dying - more importantly, to do so without bending or breaking the rules as I understand them.

I hope that better explains my earlier frustration. I think you are doing an outstanding job of running the game btw. I also think you're cute. Not Nathan cute, but who is.
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PostSubject: Re: General OOC   Thu Oct 11, 2018 9:04 am

I feel you. And I apologize if I communicated poorly and I know it's probably frustrating that I said it was fine, let you roll well, then revised/retracted my call. I get that that's shitty, but also, at the end of the day I am realizing that I believe auspex works differently and I'd rather play accordingly.

Basically I'm just going off what's in the description in the rulebook. I know FFG is full of dumbasses but I figure it's the best we have for a neutral arbiter or source of information - you bought the tech with this description available, and I have it to reference when we're unsure about something.

"These standard Imperial detection devices are used
to reveal energy emissions, motion, life-signs, and
other information. A character using an auspex gains a
+20 bonus to Awareness tests. Once per round, as a Free
Action, a character with one may make a Tech-Use test
to spot things not normally visible to human senses, such
as invisible gases, nearby signs of life, non-visible radiation,
or other things as appropriate. The standard range is 50m,
though walls more than 50cm thick and certain shielding materials
can block a scanner. Good craftsmanship models increase the
bonus to +30, but Poor models an only penetrate 20cm of material."


I really don't read that as indicating any sort of echolocation abilities, or giving you "effective darksight."

However, I recognize it's shitty of any GM to change my ruling after you have a good roll, so let me give you two choices here to make good use of that roll. Your pick.

A) We play out this scenario according to your interpretation of auspices. I know you weren't trying to cheat the scenario or anything. Auspices won't give you that benefit in the future, but for your time in this room, we both assume you and egill can move around without knocking anything over or accidentally making sounds that will attract attention (of course you can still make sound through any of your other actions. and if anyone enters the room by chance, then you will have to pass stealth checks to stay sneaky). I would retcon my last post accordingly to remove Egill's knocking over of the toolbox.

OR

B) We keep the last post the same. To reward you for your nice auspex roll, for the remainder of this encounter, you have a crystal clear reading on your auspex of every life form in the building and its location. So you can tell when anyone is approaching, moving about, getting up, etc....

As a side note I do really appreciate that you're always trying to think of interesting and original solutions to problems with the skills and tools at your disposal. It sure keeps the game interesting and lively and presents new avenues for the narrative and action to pursue that I never would have thought of!

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PostSubject: Re: General OOC   Fri Oct 12, 2018 7:53 am

Let's kiss. B sounds good to me too, as we discussed via LINE. I am not sure if the archeotech is in front of me. if it is....

Tech use to run some diagnostics on what its function is/what these heretek idiots are attempting to do with it: Tech use 44 +20 (skill/combi) <64; rolled natural 100!. Going to go ahead and FP re roll that.
FP Re-roll: 19/6 DoS

Per Master of Hidden Lores, this will come with a FL test at +20 to gain whatever additional... forbidden... info I can get from this device:
FL Archeotech 44 +20 (trait) <64; rolled 16/6 DoS


FP Removed from PC sheet. 2/3 remaining.
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PostSubject: Re: General OOC   Mon Oct 22, 2018 4:56 pm

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PostSubject: Re: General OOC   Mon Oct 22, 2018 5:04 pm

Sylphilis wrote:
awareness, vs 17
http://orokos.com/roll/672068
38

Hate to sound/feel this dense, but for clarity's sake Heath, can you expand upon what exactly you're trying to pick up on with awareness? I assume you mean blood but I'm not quite sure.

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PostSubject: Re: General OOC   Mon Oct 22, 2018 6:06 pm

Does he have blood on him?
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PostSubject: Re: General OOC   Tue Oct 23, 2018 8:07 am

Plan right now is to listen carefully to the prayers this priest is saying as there could be a clue there.
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PostSubject: Re: General OOC   Wed Oct 24, 2018 6:36 pm

She was praying silently.

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PostSubject: Re: General OOC   Tue Oct 30, 2018 2:41 am

No blood heath

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PostSubject: Re: General OOC   Tue Oct 30, 2018 8:34 am

Charm untrained 14; rolled 91/8 DoF.

Not this time, dice. Not this time.
http://orokos.com/roll/673758
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PostSubject: Re: General OOC   Wed Oct 31, 2018 2:48 am

For laughs I will also roll a social skill. Charm I suppose...

https://orokos.com/roll/673997 = 47 vs 6 = 5 DoF
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PostSubject: Re: General OOC   Sun Nov 11, 2018 11:41 am

Where is this woman in relation to Felyx, Egil, and the Grand Cogitator Shrine? I have an idea, but I need to know relative positions before I try it.
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PostSubject: Re: General OOC   Sun Nov 11, 2018 4:53 pm

I was imagining that all of you were within 3 meters or so of each other. I can sketch out a map if you'd like.

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PostSubject: Re: General OOC   Mon Nov 12, 2018 1:09 am

Ok...

smite on the priestess
https://orokos.com/roll/677108 = 33 vs 57 = 4 DoS, 2 bolts
damage
https://orokos.com/roll/677109 = 7 & 8, 4 Pen
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PostSubject: Re: General OOC   Tue Nov 13, 2018 8:45 am

Initiative: 13
http://orokos.com/roll/677385

Felyx is quick on the draw with this one.
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PostSubject: Re: General OOC   Tue Nov 13, 2018 12:59 pm

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PostSubject: Re: General OOC   Thu Nov 15, 2018 12:22 pm

Felyx will take the opportunity to man catch this women. 1/2 draw, 1/2 attack

WS 31 +10 (Standard) <41; rolled 4/5 DoS http://orokos.com/roll/677874
Damage: 5, pen 0.


It has Snare 4, so -40 Ag to get out.
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PostSubject: Re: General OOC   Thu Nov 15, 2018 5:39 pm

Tied for initiative with Felyx. With both have ag 3 so we have to do a tiebreaker roll off. Here's mine for the tech priest -

initiative roll off: 1d10 8

As odds are this will beat Jeff's roll, I'll go ahead and post my action:

Spoiler:
 

If Jeff wins the initiative roll off I'm going to try to dodge:

dodge roll:
 

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PostSubject: Re: General OOC   Fri Nov 16, 2018 12:58 am

Here's hoping Jeff beats that!
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PostSubject: Re: General OOC   Fri Nov 16, 2018 12:35 pm

Initiative tie breaker: 1d10+3 8


So this fucking happened. Shouldn't I get the win for "having the initiative" of posting first? Wink

I will give it another go to save time.

Initiative tie breaker 2: 1d10+3 11

Much better.
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PostSubject: Re: General OOC   Fri Nov 16, 2018 5:08 pm

Unfortunately my dude...I beat you in the roll off as I didn't add my agility bonus to that roll off.  Just got a nat 8, with the ag it would've been 11.

http://orokos.com/roll/677913

Posting the IC now.

Edit:

Not locking the IC or going into rounds in the IC as the combat is already basically over, the NPC is snared and unless I roll a 1 I'm not escaping, and to keep things simple and the game moving I'm not going to try.

It DOES make me wonder though, moving forward, should we implement a rule that like a 1-10 or a 1-5 is an auto success for tests that a character might have a chance to succeed at like this? And likewise that a 90-100 is an auto fail? I feel like we talked about something similar at one point....

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PostSubject: Re: General OOC   Sat Nov 17, 2018 12:58 am

I’d go with 01-05 & 96-00 would be a good range for auto pass/fail.
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PostSubject: Re: General OOC   Sat Nov 17, 2018 8:12 am

^^ This is how Syl has house rules it and I have adapted it for my games as well.
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PostSubject: Re: General OOC   Sun Nov 18, 2018 3:17 pm

Going to wait for Dave to get in on this before doing anything too rash. I will give some damage for the forcing her down to her knees and I will try and figure out what exactly she is attempting to initiate.

Damage non-lethal: 1d10+2 11

This finally seems like a fitting chance to use the Technomat skill. I will also drop in a Common Lore Adeptus Mechanicus as it seems fitting.

Technomat 44, CL Adeptus Mech 54: 2#1d100 64 57

Damn, no dice there unless this is easier than a +0 test.
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PostSubject: Re: General OOC   Mon Nov 19, 2018 1:08 am

Try and dodge the shot https://orokos.com/roll/678639 = 86 vs something lower, fail.

Ok that hurt.
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PostSubject: Re: General OOC   Mon Nov 19, 2018 6:05 am



^^^ alistair right now

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PostSubject: Re: General OOC   Mon Nov 19, 2018 6:06 am


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PostSubject: Re: General OOC   Mon Nov 19, 2018 10:17 am

Fuckin Aliens for the win always.

RIP Hudson. Hicks for President 2020.
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PostSubject: Re: General OOC   Mon Nov 19, 2018 10:20 am

Iron and Metal wrote:
Fuckin Aliens for the win always.

RIP Hudson. Hicks for President 2020.

Best scifi action movie of all time, tied with Fury Road.

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PostSubject: Re: General OOC   Mon Nov 19, 2018 11:09 am

Absolutely yes.


OK - tech use to get brain info.
Int 44 +30 (combi tool, skill, interface port) = 74 -30 <44

BUT if she has any forbidden lore that I am trained in (Archaeotech, mutants, beasts) I gain an additional +20 to the test per Master of Hidden Lores.

Tech Use 44 or 64: 1d100 21

4 DoS for the standard test and 6 DoS for the Forbidden Lores she may know.

GET SOME FELYX.
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PostSubject: Re: General OOC   Mon Nov 26, 2018 11:25 am

Rifling through the priestess's pockets, Felyx finds the following. Please IC distributing any loot and rifling through her pockets, if only briefly, we should establish who has what.

- The hotshot las pistol. Pistol. Range: 20m. S/2/–. 1d10+4 E. Pen: 7. Clip: 40. Reload: 2 Full.

1 dose of DeTox: De-tox can negate most of the dangerous effects of other drugs
or toxins. A dose immediately ends the effects, both positive and
negative, for any chemicals the subject has inhaled, ingested, or
injected, unless the item specifically states de-tox cannot work
against it. Its use is extremely unpleasant, however, with common
side-effects so extreme (excessive vomiting and diarrhoea being the
mildest) that many would rather abide their current woes.
Using de-tox, however, is both painful and debilitating, and
can cause several unpleasant side effects such as vomiting, nose
bleeds, and a great voiding of the bowels. Upon taking this drug, a
character is Stunned for a number of rounds equal to 1d10 minus
his Toughness bonus. A result of 0 or less means that the character
suffers no ill effects.


A small vial of Sacred Unguents. Holy lubricating oils that have received the blessings of the
Omnissiah, these liquids are highly sought after for their calming
effect on recalcitrant machine spirits. If applied to a weapon—
which requires a Full Action—the weapon becomes immune to
jamming (see page 224) for a number of shots equal to its clip
size. If the unguent is applied to an already jammed weapon, the
jam immediately clears, but there is no further effect.


Only catch is, Felyx gets a bad feeling about these unguents in particular. Whether he chooses to share that info with the rest of the party is up to him....

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