Author Topic: The Safehouse (OOC)  (Read 95611 times)

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BowenSilverclaw

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Re: The Safehouse (OOC)
« Reply #500 on: September 11, 2009, 01:58:05 PM »
I'm waiting until I'm sure what Flay's action will be. After that I'll post IC (assuming BG stays up :rolleyes)
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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You caught a fish.  It was awesome.   :lol

Melblen_Cairn

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Re: The Safehouse (OOC)
« Reply #501 on: September 11, 2009, 06:57:45 PM »
We need a plan, these guys have us running around like chickens with our heads cut off.
Wisdom has two parts; Having a lot to say and not saying it.

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BowenSilverclaw

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Re: The Safehouse (OOC)
« Reply #502 on: September 11, 2009, 07:05:58 PM »
We need a plan, these guys have us running around like chickens with our heads cut off.
Agreed, we were totally caught with our pants down... *smashes head into desk*
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

archangel.arcanis

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Re: The Safehouse (OOC)
« Reply #503 on: September 12, 2009, 12:17:36 AM »
Updated my posts in the game thread since the bad guy acted before i did. Glad i didn't have to keep that attack roll, it sucked.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

Flay Crimsonwind

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Re: The Safehouse (OOC)
« Reply #504 on: September 12, 2009, 02:03:15 AM »
Again, why did none of us think of radios? Edited my post, my confusion.

archangel.arcanis

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Re: The Safehouse (OOC)
« Reply #505 on: September 12, 2009, 02:25:31 AM »
Well i did think about it but figured i would grab one from a guard. Some one did actually buy 1 though, too bad he was the only one.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

BowenSilverclaw

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Re: The Safehouse (OOC)
« Reply #506 on: September 12, 2009, 08:54:08 AM »
Yeah, that was me.

EDIT: Was thinking about my actions this round. Does Heavyarms see Merc A after opening the door? If so (and maybe even if not), do you guys think I should toss a Teargas Grenade? It has some decent debilitating effects.

EDIT 2: Apparently he beat us to the punch :banghead

EDIT 3: Would opening the double glass doors leading outside help at getting the smoke dispersed any faster? I doubt it, but it can't hurt to ask just in case.
« Last Edit: September 12, 2009, 11:01:47 AM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

jacemachine

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Re: The Safehouse (OOC)
« Reply #507 on: September 12, 2009, 02:23:17 PM »
Would opening the double glass doors leading outside help at getting the smoke dispersed any faster? I doubt it, but it can't hurt to ask just in case.

All I can do is quote the Smoke Grenade write-up, and to ask "What have you witnessed so far." It isn't particularly windy outside-- not in the cliff shielded alcove that the Welcome Center was constructed, at least.


Smoke Grenade
Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round it fills all squares within 15 feet. The smoke obscures all sight, including the darkvision ability granted by night vision goggles. Any creature within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can't use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.
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BowenSilverclaw

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Re: The Safehouse (OOC)
« Reply #508 on: September 12, 2009, 02:36:48 PM »
It isn't particularly windy outside-- not in the cliff shielded alcove that the Welcome Center was constructed, at least.

Thanks, I figured as much.
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

jacemachine

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Re: The Safehouse (OOC)
« Reply #509 on: September 12, 2009, 03:22:26 PM »
Some other, random, but applicable rules:

SMOKE EFFECTS
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.

Smoke obscures vision, giving concealment (20% miss chance) to characters within it. Smoke grenade smoke gives a %50 miss chance and full concealment.

HOLDING BREATH
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.

Night Vision Goggles
Night vision goggles use passive light gathering to improve vision in near-dark conditions. They grant the user the ability to see in darkness, also called darkvision- but because of the restricted field of view and lack of depth perception these goggles provide, they impose a -4 penalty on all Spot and Search checks made by someone wearing them.

Night vision goggles must have at least a little light to operate. A cloudy night provides sufficient ambient light, but a pitch-black cave or a sealed room doesn't. For situations of total darkness, the goggles come with an infrared illuminator that, when switched on, operates like a flashlight whose light is visible only to the wearer (or anyone else wearing night vision goggles).
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archangel.arcanis

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Re: The Safehouse (OOC)
« Reply #510 on: September 12, 2009, 03:38:59 PM »
Well i didn't state it like i should have, but i have assumed Doc had his [nvg] on his head but were lifted up so as to not narrow his view once the fight started.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

jacemachine

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Re: The Safehouse (OOC)
« Reply #511 on: September 13, 2009, 01:07:26 AM »
Move Silent= taking 10 so 18. Since move silently is half speed she makes it to the door at I8 easily enough.

You will bump directly into Heavyarms, as he is ALSO at I8 until his turn...
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Melblen_Cairn

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Re: The Safehouse (OOC)
« Reply #512 on: September 13, 2009, 01:30:17 AM »
Would I have seen him there when he was engulfed in smoke? If so I will adjust my post if not I guess I would bump into him  :lmao
Wisdom has two parts; Having a lot to say and not saying it.

GM for Dawn of Defiance
Eliana Toiba Abijah in Isle Noir: Bad Karma.
Rose Marie Wentworth in The Artifact: Prologue

jacemachine

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Re: The Safehouse (OOC)
« Reply #513 on: September 13, 2009, 01:32:03 AM »
Hah! I think you'd actually bump into him!  :lol

But would you realize it was him... and vice versa!
Current PbP Games
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jacemachine

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Re: The Safehouse (OOC)
« Reply #514 on: September 15, 2009, 12:35:41 PM »
Speaking of Flay... I think that we are waiting on him, yes? (Him and of course, BG to stop going down...again.)
Current PbP Games
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[d20M] Isle Noir: Bad Karma as GM

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"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

Flay Crimsonwind

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Re: The Safehouse (OOC)
« Reply #515 on: September 16, 2009, 04:13:50 AM »
Yeah, just needed the site to come on up. If I need to make the roll to break the window, let me know; currently engaged in online quizzes for Human Sexuality... awesome class...

jacemachine

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Re: The Safehouse (OOC)
« Reply #516 on: September 16, 2009, 11:38:39 AM »
I've got the flu.
Whee.
'Been sick since I woke up on Monday. I'm off today, so I will try to get the round update up-- but no guarantees with how I'm feeling.
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

Nanshork

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Re: The Safehouse (OOC)
« Reply #517 on: September 16, 2009, 11:43:03 AM »
I've got the flu.
Whee.
'Been sick since I woke up on Monday. I'm off today, so I will try to get the round update up-- but no guarantees with how I'm feeling.

I'm getting over a head cold that has mutated into a stomach virus, I feel your pain.
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archangel.arcanis

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Re: The Safehouse (OOC)
« Reply #518 on: September 16, 2009, 04:43:24 PM »
Just get better Jace. It is only a game and with all of the other interruptions we've had so far i doubt it will make that big of a difference. I think i'll be relegated to only PbP soon so it is good for me to get familiar with what kind of problems will happen.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

jacemachine

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Re: The Safehouse (OOC)
« Reply #519 on: September 16, 2009, 08:09:58 PM »
Thanks guys-- I appreciate your sentiments.

Sunday night I threw a themed dinner/party for some friends: Spaghetti & Zombies- I cooked up 4 lbs of spaghetti and we watched zombie movies while playing the ZOMBIES!!! board game--

I guess I handed out FLU as a door prize, because 6 of my guests are all now getting sick!

Hurray for Plague Hosting!

 :bigeye

I've been sleeping all day, which is a marked improvement over the previous days in which I was incredibly tired-- but was physically too uncomfortable to get any sleep.


Oh well... At least you guys know that I'm "good for it" and will continue this game as soon as I feel I am capable.

Be good. Keep healthy. I'll be back.
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer