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ALL THE BRICKS - Prologue: What Rough Beast
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<blockquote data-quote="TillForPie" data-source="post: 6867746" data-attributes="member: 6762758"><p>Herald is suddenly flush with a deep red aura - in the next moment it's gone and his eyes and hands have returned to normal. The temperature in the car is rising and within a second or two it's like a sauna. There's no visible change so there's no telling what the magician has done.</p><p></p><p>[sblock=OOC]Rolling Magic 4 + Summoning 5 + Edge 3 - Wounded 3 = Dice Pool of 9 with exploding 6s vs Force 4</p><p>You rolled 2 successes [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=122153" target="_blank">Link</a>[/sup]</p><p>You scored 2 net successes</p><p>Resisting 2 drain with Willpower 4 + Charisma 8, Dice Pool of 12 = 2 successes [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=122155" target="_blank">Link</a>[/sup]</p><p>You take no drain damage</p><p><strong>The fire spirit arrives and owes you 2 services</strong></p><p></p><p>On services: It's a simple action to give a command to a spirit. There isn't a terrible need to micromanage if you don't want to - you can simply order the thing to fight in combat and it will do its best, making use of as many of its powers as it can as intelligently as it can. The spirit is not likely to care much about property damage or the lives of bystanders so usually you'll want to give it orders like "Kill those two! And ONLY those two!" or "Get rid of them! And try not to burn the whole place down!" if there's any chance it can hurt innocents. You can further direct it in combat as you please, telling it to focus on particular enemies or whatever. Further specifications within the context of a combat for which you've already used up a service don't require further simple actions - just tell it what you want.</p><p></p><p>Keep in mind that once ordered to fight it will need to spend a complex action to manifest. It will be delaying its initiative (to your initiative count) until ordered to fight. I'm not listing its initiative this round because this was your last turn for the round and thus there's no point. It will roll its astral initiative at the beginning of the next round.</p><p></p><p>Ordering a spirit to use a power with a <em>sustained</em> duration always takes an additional service (and thus a simple action), though the spirit may choose to use it on its own in the heat of battle.</p><p></p><p><u>Fire Spirit</u></p><p>Body 5; Agility 6; Reaction 7; Strength 2; Willpower 4; Logic 4; Intuition 5; Charisma 4</p><p></p><p>Skills: Assensing 4; Astral Combat 4; Exotic Ranged Weapon 4; Flight 4; Perception 4; Unarmed Combat 4</p><p></p><p>Powers: Accident; Astral Form; Confusion; Elemental Attack; Energy Aura; Engulf; Materialization; Sapience</p><p></p><p>Bonus Power: Fear</p><p></p><p>Weaknesses: Allergy (Water, Severe)</p><p></p><p>Special: +5 meters per hit when sprinting[/sblock]</p><p><strong><u>Initiative: Round One, Pass Three</u></strong></p><p>Death Otter - 07 [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=121891" target="_blank">link</a>[/sup]</p><p>Faust - 05 [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=121888" target="_blank">link</a>[/sup]</p><p>Crack Sprite - 04 [sup]<a href="http://www.coyotecode.net/roll/lookup.php?rollid=122017" target="_blank">link</a>[/sup]</p><p></p><p>[HR][/HR]</p><p></p><p> [MENTION=4936]Shayuri[/MENTION], it's Death Otter's turn.</p></blockquote><p></p>
[QUOTE="TillForPie, post: 6867746, member: 6762758"] Herald is suddenly flush with a deep red aura - in the next moment it's gone and his eyes and hands have returned to normal. The temperature in the car is rising and within a second or two it's like a sauna. There's no visible change so there's no telling what the magician has done. [sblock=OOC]Rolling Magic 4 + Summoning 5 + Edge 3 - Wounded 3 = Dice Pool of 9 with exploding 6s vs Force 4 You rolled 2 successes [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=122153]Link[/url][/sup] You scored 2 net successes Resisting 2 drain with Willpower 4 + Charisma 8, Dice Pool of 12 = 2 successes [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=122155]Link[/url][/sup] You take no drain damage [b]The fire spirit arrives and owes you 2 services[/b] On services: It's a simple action to give a command to a spirit. There isn't a terrible need to micromanage if you don't want to - you can simply order the thing to fight in combat and it will do its best, making use of as many of its powers as it can as intelligently as it can. The spirit is not likely to care much about property damage or the lives of bystanders so usually you'll want to give it orders like "Kill those two! And ONLY those two!" or "Get rid of them! And try not to burn the whole place down!" if there's any chance it can hurt innocents. You can further direct it in combat as you please, telling it to focus on particular enemies or whatever. Further specifications within the context of a combat for which you've already used up a service don't require further simple actions - just tell it what you want. Keep in mind that once ordered to fight it will need to spend a complex action to manifest. It will be delaying its initiative (to your initiative count) until ordered to fight. I'm not listing its initiative this round because this was your last turn for the round and thus there's no point. It will roll its astral initiative at the beginning of the next round. Ordering a spirit to use a power with a [i]sustained[/i] duration always takes an additional service (and thus a simple action), though the spirit may choose to use it on its own in the heat of battle. [u]Fire Spirit[/u] Body 5; Agility 6; Reaction 7; Strength 2; Willpower 4; Logic 4; Intuition 5; Charisma 4 Skills: Assensing 4; Astral Combat 4; Exotic Ranged Weapon 4; Flight 4; Perception 4; Unarmed Combat 4 Powers: Accident; Astral Form; Confusion; Elemental Attack; Energy Aura; Engulf; Materialization; Sapience Bonus Power: Fear Weaknesses: Allergy (Water, Severe) Special: +5 meters per hit when sprinting[/sblock] [b][u]Initiative: Round One, Pass Three[/u][/b] Death Otter - 07 [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=121891]link[/url][/sup] Faust - 05 [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=121888]link[/url][/sup] Crack Sprite - 04 [sup][url=http://www.coyotecode.net/roll/lookup.php?rollid=122017]link[/url][/sup] [HR][/HR] [MENTION=4936]Shayuri[/MENTION], it's Death Otter's turn. [/QUOTE]
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