Initiative: 6, 5, 1 Two hits, for a total Initiative of 9. EDIT: Remembered I had two more dice, nothing changed.
After Skullcrusha tells him Winston's down, Thomas drops the Invisibility on him. He heads to the now-open door and looks in, concentrating on the guard. Moving inside and using Stunbolt on the guard, if possible. Spellcasting: 3, 2, 2, 1, 6, for one total hit. Drain: 1, 1, 2, 5, 3, 2, for one hit, no Drain damage taken. Still have 2 stun hits.
5, 6, 4 2 hits, for an Init of 9 total. (Including penalty for maintaining mine and Winston's invisibility.)
First Invisibility: 6, 5, 2, 6, 2, 1, 6, for a total of 4 hits (Note: Just remembered, 7 dice for spellcasting not 8). Drain resistance: 1, 2, 2, 3, 2, 2, 5, 6, for two total hits and thus 1 Stun damage for me. Invisibility 2: 4, 3, 1, 1, 6, for 1 total hit. Drain resistance: 5, 2, 4, 6, 2, 6, for 3 hits and no Stun damage. Note: -4 to all rolls while sustaining these, so I'm not going to be doing much. So, who am I actually making invisible? I assume Neon and either Skullcrusha or myself.
Winston wrote:
"Sure, I'll take a quick look out there." Thomas slumps back down in his seat. Taking a look at the nearby bay astrally.
Winston wrote: Thomas did you notice any astral activity? Thomas returns to his body with a start. "Alright, four gangers outside, one's a shaman and on something, and there's one who's got a decent amount of ware. Inside, there's three guards, but only the one in the back has much ware. Also, there's at least one more person hiding in the guard house than before." Further information depending on when the GM gets around to telling me.
GM: Spoiler: Assensing, on the people/auras in the guard booth. 1, 5, 3, 2, 4, 2, 3, 3, for 1 totsl hit.
"Gladly. I could turn some of us invisible, but I could only manage one person, maybe two tops. I'm guessing you're the best candidate for this part, Winston." I'll just do the rolling now. To get through the ward: 5, 5, 1, 1, 1, 4, 3, 5, for a total of 3 hits. Assensing: 6, 5, 4, 5, 1, 3, 2, 4, for a total of 3 hits. Note, I am making sure to take a look at the guards out back too this time.
Tarlane wrote: I was waiting for any other posts before moving on, but it seems we are hitting another quiet period. Is the plan just to hang low for a few more hours and see if the mechanic can come up with anything? Is there anything you all are going to be doing during that time? Let's see, no contacts that can help out with this, just going to wait.
"Hey, there's no need to pulp everyone who chases after us. After all, people usually stop after getting shot a few times, whether they're alive or dead." Lone Star Procedures, how likely are they to send a mage first? 4, 5, 5, 1, 4, 2, 3, for a total of 2 hits.
Winston wrote: Yes, Thomas tell us what you know. "Not that much, actually. A few Ragers attacked a guy who was looking around the warehouse, Lone Star picked them up, guy came up clean, he left. Of course, only two types of people walk around the docks; people who have records, and people who should. Let's face it, we got competition."
SKULLCRUSHA wrote:
"Hey, Crusha. You do realize you sound like you're giving us a truck-load of explosives with a lit fuse, right? Well, see you then." Ready to go on.
Rick Roe wrote:
Either that or a Sam's Club. Even in the future, people are still going to want to buy things in large quantities for cheaper prices. On a side note, how much did the two (soon to be three) taxi rides cost? EDIT: Oh, and does anyone else think Skullcrusha's making explosives from common household ingredients or just realized he was running out of baking ingredients?
Meanwhile, Thomas continues to loiter near the warehouse, gazing into the astral plane. Looking at the area around the warehouse with astral perception. Assensing, if I need it: 1, 1, 2, 3, 5, 1, 4, 2, for 1 hit. That was way too close to a critical glitch for my tastes.
Tarlane wrote: I haven't heard from Thomas in a little bit, so I'm going to assume that he is planning on catching a cab and you two are going to follow him over there. That I am. Sorry, I wasn't entirely sure if I was, so I just ended up doing/saying nothing. Let's face it, I'm just too indecisive. "Good to see nothing changed in the last five minutes. So, now what do we check out?"
Thomas suddenly sits up and adjusts his glasses. "So, anything happen while I was out?" *A Short While Later...* "So, here's what I found out. Overall, it's just an average warehouse. A few gangers standing outside, a main entrance with a rolling gate and a side entrance, and any wizard worth his spells could get through the wards. Inside, there's storage in the front and offices in the back. There's a guard patrolling the catwalks above the storage, but there's only two guards total and they're nothing special, just a few augmentations. Now the clean room, that's a completely different story. Room's warded so hard you'd have to be in the second circle just to have a shot of getting through. Trust me, if they're paying enough to get a ward that strong put up, they're not going to be skimping on other types of security. So, any questions?"
GM: Spoiler: Alright, room K3-M7 is the clean room, correct? Anyway, Assensing for the people and clean-room ward, the Magic/Charisma to get back out of here: 4, 5, 3, 5, 3, 2, 4, 4, for 2 total hits for Assensing/ 2, 2, 4, 3, 2, 4, 1, 5, for a total of one hit to get out. Assuming nothing happens to stop me from trying again, my second attempt to leave: 5, 6, 4, 6, 2, 1, 4, 6, for a total of 4 hits.
Well, since I just noticed that I can go through the ward without having to punch it down, time to see what's behind the main rolling door. Magic/Charisma: 6, 2, 1, 3, 5, 5, 4, 4, for a total of 3 hits.
After a few seconds, Thomas wakes back up. "Never mind, forgot this room was warded. So, will one of you please open the door again in about five minutes?" With that, he gets up, opens the door, sits back down and slumps over again. I am thinking of this right, right? The ward is bound to the physical objects (walls, floor, door, etc.), and thus by opening the door I have basically put a door-shaped hole in the ward which I, and any other astral beings, could go through as long as the door is still open?
"Alright. Just give me about five, ten minutes, I'll take a look at the place astrally first." Thomas takes one last drink before he slumps back in his chair, his spirit heading out to the target. Local Area Knowledge, what do I know about the neighborhood? 5, 2, 4, 3, 2, 2, 4, 6, for a total of 2 hits.
Search Posts
Hello board! came up today, looked for a while, couldn't find a real thread on it: Situation:
At some point, he tries to enter my square this is where I butted heads with GM. from the GMs perspective, although he(the enemy) failed to detect me via normal means, he knows me to be in that square because he cannot enter or end his turn there. So because of mechanics, the enemy can deduce an opponent is nearby because god stops him or tells him he cannot end his turn there. What I have seen many times in the past, and also what I attempted to do, which was silently let him slip through, forgoing any attack of opportunity so he had no reason to suspect. The response to that was, 'there is no rule that lets you let an enemy pass through your square' which is, technically correct. However, 'there is also no rule that allows for' what the GM claimed either.(which was you "sense" invisible creatures when you try to enter their square, when sensing invisible creatures is explicity what perception is for.) Is there anything to this? Or is it just another table variance discussion? It seems unlikely that due to a mechanical hole, you can pinpoint invisible creatures without a perception check. To me, the GMs adjudication implies the creatures involved to have a somewhat '4th wall' understanding of the game's mechanics. "Gee steve, I can't end mah turn here....must be an divisible guy"
A situation arose in a game that I have not found the wording to support. The things that matter:
Now, one of the party members wanted to accept his death and donate his gold on hand to another PC to help him defer the cost of his raise. FAQ and GTOP reviewed, I see nothing that specifically excludes this. To be clear, the question proposed is: Can a dead character opt-in to the pooling resources clause of the GTOP? The initial decision was 'No' with no source of reference. Upon further inspection I am no longer sure that is the case. If you say no, please cite some sort of reference.
Hey guys, I tried to post this in the class discussion forum for the advanced class guide but for some reason it wouldn't let me add a new thread. This scenario came up in a PFS game today and both the GM and I were stumped. So here goes: Scenario:
Issue:
The opportune parry ability reads:
So, I see two outcomes here. One- It's a natural 20. You get hit. Suck it up wussy.
If you agree with outcome two, would you also agree if the parry attack roll wasn't a natural 20 but still higher than the modified natural 20? (I.E. a 15 modified to a 23) |