Days 327 - 336: Phase Spiders and Bolo
Bolo will reach out with Way and Heat the closest threatening spider.
Indigo, who reacts simultaneously with Bolo, will attack with her swords while manipulating Mystic Way to augment her own strength.
Sheldon, knowing nothing of specifics of these spiders, considers them as normal vermin and seeks to manipulate Mystic Way to pacify one of them, while physically defending himself, bare-handed.
[sblock=Reaction Time]
[TABLE="width: 300"]
[TR]
[TD]Spiders[/TD]
[TD]159[/TD]
[/TR]
[TR]
[TD]
Bolo[/TD]
[TD]78[/TD]
[/TR]
[TR]
[TD]
Indigo[/TD]
[TD]78[/TD]
[/TR]
[TR]
[TD]
Sheldon[/TD]
[TD]77[/TD]
[/TR]
[TR]
[TD]
Merin[/TD]
[TD]46[/TD]
[/TR]
[TR]
[TD]
Vadin[/TD]
[TD]-39[/TD]
[/TR]
[TR]
[TD]
Sannit[/TD]
[TD]-74[/TD]
[/TR]
[TR]
[TD]
Torvald[/TD]
[TD]-168[/TD]
[/TR]
[/TABLE]
[/sblock]
[sblock=Stealth]Effectiveness: Body + Motility ++ Commercial + Obscurative
This active task is applied when attempting to obscure oneself from view or to dampen and, ultimately prevent sound while moving. This may be augmented by various active or passive Collegiate Tasks.
Check: effectiveness + various Collegiate tasks + d100
Spiders: 38 x3 = 114 + 24(Inversion) + 67 = 205[/sblock]
[sblock=Perception]Effectiveness:
- Mind + Knowledge ++
- Commercial + Obscurative
This passive technique represents noticing patterns, anomalies, or dangers in the immediate area due to seeing or hearing or even smelling things subconsciously. This may be augmented by various active or passive Collegiate Tasks. There is no random aspect to this task. This task may be opposed by Blend or Stealth, whichever is more appropriate.
Check: effectiveness + Konokoro (Collegiate) + d100
Sheldon: 39 + 51 + 60 = 150
loss of defense: 205 - 150 = 55
Indigo: 38 + 38 + 35 = 111
Loss of defense: 205 - 111 = 94
Bolo: 39 + 28 + 96 + 66 = 229[/sblock]
[sblock=Speed of Action]Though Reaction Time is a numeric value for mental and physical preparedness for action, a character who is able to think the fastest may not necessarily be able to act the fastest, especially if wielding a large weapon. This hindrance is determined by many factors that are quantified under their respective descriptions, such as weapons, movement, and manipulating Way. Like Reaction Time, Speed of Attack is further modified in the same manner if a character or creature is injured or otherwise impeded. After each action, the Hindrance is subtracted again from the previous total to continue the numeric sequence for the next action, unless the character or creature is fighting with two weapons; in which case, Hindrance for the weapon halved. Subsequent actions have a minimum hindrance of half a second or 50 tics, even is halving a weapon's hindrance would be less.
Speed of Action: Reaction Time - Hindrance
Spiders: 159 - 50 = 109
Indigo: 78 - 100 = -22
Bolo: 78 - 100 = -22
Sheldon: 77 - 100 = -23[/sblock]
[sblock=Physical Assault]Once Speed of Action is determined, the character or creature may choose to physically assault its opponent. Whether the assault is performed with a melee weapon or empty handed, whether the desire is lethal or non-lethal, the mechanics are the same. If the same target is being assaulted by three or more opponents, all attackers receive an additional +100% bonus. If a defender is unaware of the attacker, the attacker may add its Stealth or Blend Task total to the first assault.
Effectiveness: Attack Method(Combat) + Precision (Commercial) + Fury (Collegiate) + d100
Spiders: 31 + 42 + 24 + 67 = 164
Indigo: 39 + 43 + 43 + 35 = 160[/sblock]
[sblock=Physical Defense]Even if the defender's Speed of Action is slower than the attacker's, Physical Defense is considered automatic and reflexive and is always applied as long as the defender is not incapacitated or unconscious. If the defender is being assaulted by two or more opponents the defender receives a -100% penalty to the defense total. This penalty may be reduced by the Kilter task total. If the defender is wielding a second weapon and extra 5% is added to the defense total. If the defender is wearing a defense mechanism such as a bracer or shield, etc., the coverage of the item is added to the defense total.
Advanced complication: If the difference between the assault total and the defense total of a character wielding a defense mechanism is less than the coverage of the mechanism, the attacker's assault is considered to have been blocked. On the downside, this causes damage to the defense mechanism. Each successful block causes a point of damage to the blocking item. The damage is cumulative and will need to be repaired. A blocking mechanism can sustain an amount of damage equal to its coverage. Secondary weapons can only sustain damage equal to the damage they can cause.
If the assault total is greater than the defense total of a character wielding a second weapon or a defense mechanism, the defender is considered to have failed to block the assault. Armor can still protect the defender from harm, but it will be damaged in a similar manner to the blocking mechanism. The deflection or soak rating of the protection is deducted from the damage total and absorbed by the protective item instead. For example, if a victim were to be receiving 10 lethal damage but is wearing a goatskin shirt. The shirt sustains 5 damage (deflect rating) and the victim sustains 5 damage. The shirt will now be considered to only offer 25% coverage instead of 30%. The deflect and soak ratings do not change.
Physical Defense: Defend (Combat) + Preservation (Commercial) + Konokoro (Collegiate) + d100 + shield
Sheldon: 34 + 39 + 51 + 60 = 184 - 55 = 129
Damage: 164 - 129 = 35% * 4 = 1 - 10(deflect), ineffective
Tunic: 60 - 2 = 58
Indigo: 39 + 38 + 38 + 35 + 5 = 155 - 94 = 61
Damage: 164 - 61 = 103% * 4 = 4 x2 = 8
Body: 10 - 8 = 2, hurt
Bolo: 44 + 39 + 28 + 96 + 66 = 273, dodged
Spiders: 31 + 52 + 24 + 67 = 174, dodged[/sblock]
[sblock=Paranormal Assault]This is the general term for manipulating Way with the desire to harm another, whether that harm is mental (loss of Mind) or physical (loss of Body). The resultant damage, if successful, is then subtracted from the respective ability. The damage factor is listed under each Collegiate Task designed to cause such. The calculation for Effectiveness and Resistance is listed under each Collegiate Task.
Heat:
Range: Essence + Confluence ++
Damage: 10 Body
Effectiveness:
- Essence + Confluence ++
- Mind + Knowledge ++ Will ++
- Collegiate + Academic + d100
By actively manipulating Way, this causes the intended target to heat unnaturally, thereby causing harm (loss of Body). This can also be used to start a fire if applied to naturally flammable substances. If Body is reduced below 1, the target is incapacitated and further damage is deducted from Mind. If Mind is reduced below 1 and the target is a nominal creature, it dies. If Mind is reduced below 1 and the target is a sentient being, it loses consciousness and further damage is deducted from Essence. If Essence is reduced below 1, the target dies.
Resistance:
- Conditioning (Combat Task) +
- Fury (Collegiate Task)
- Insulate (post-Collegiate Task) + d100
.
Paranormal Assault: (Effectiveness - Resistance)% * Damage
Bolo: 83 + 96 + 66 = 245
Spider: 31 + 24 + 67 = 122
Damage: 245 - 122 = 123% * 10 = 12
Body: 3 - 12 = -9, incapacitated
Mind: 10 - 9 = 1, dazed
Paralytic Venom: Effectiveness 76%, Damage 20 Motility
Indigo: 39(conditioning) + 43(fury) = 82%, resists
Pacify:
Range: Essence + Cohesion ++
Damage: 20 Persona or 20 Will
Effectiveness:
- Essence + Cohesion ++
- Mind + Knowledge ++ Will ++
- Collegiate + Academic + O'ology + d100
This active task causes the loss of Persona or Will in the intended target, whichever is lower. If a either of the target's developmental abilities is reduced below 1, further loss is deducted from Mind. If the target's Mind is reduced below 1, it is stupefied and can perform no conscious tasks. The target may be led like a puppet, even to its own doom. If the target is an animal, it becomes imprinted upon the Academic and may be trained. If the animal is treated well, the befriending process will only need to be repeated a few times before it becomes unnecessary. People and other sentient beings cannot be kept in this manner. The process would need to be continually repeated.
Resist Pacification:
- Skepticism (Commercial Skill) +
- Tranquility (Collegiate Task) +
- Enlightenment (post-Collegiate) + d100
.
Sheldon: 67 + 60 = 120
Spider: 52 + 67 = 119, resisted[/sblock]
GM: | The natural camouflage of the spiders does not fool Bolo, but Sheldon and Indigo have a difficult time correctly placing their locations. As a result, the two spiders that launch themselves at Bolo, miss. One of them becoming incapacitated as its body heat unnaturally. The two spiders that launch themselves at Indigo land on her and effectively avoid her armor to sink their fangs into her bare flesh. Fortunately, she seems to be highly resistant to their paralytic venom. The two spiders that launch themselves at Sheldon cannot as effectively attack and only manage to bite into his tunic, not his flesh. | |
[sblock=Spider Statistics]13 Spiders: full health
Spider: incapacitated
Body: 3 - 12 = -9
Mind: 10 - 9 = 1[/sblock]
[sblock=Character Statistics]
Sheldon: full health
Tunic: 60 - 2 = 58
Torvald: full health
Merindell: full health
Indigo: hurt
Body: 10 - 8 = 2
Sannit: full health
Stone Bolts: 10
Bolo: full health
Turtle: full health
Vadin: full health[/sblock]
[sblock=Purchasing Power]
OOC:
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Store Credit in Southroad Fair: 1123 clams
60 Plates: (platinum coin, 3000 clams)
10 Gold Ingots (200 clams)
50 Dublins: (gold coin, 1000 clams)
50 Rupees: (silver coin, 500 clams)
76 Ocrin: (tin coin, 76 clams)
20% Southroad Fair Olive Trade Proceeds
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[/sblock]
[sblock=Current Party Holdings]
OOC:
|
2 Windrunner Stallions
8 Windrunner Mares
2 decorative saddles (San-Bolo)
4 standard saddles (Tor, Sheldon, Indigo, Merin, Vadin)
4 Windrunner Colts (with pack rigs)
2 Harnin Mining Mauls
2 Harnin Mining Spikes
2 Harnin Pick Axes
drawing of Assassins' Guild symbol
parchment containing known message
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[/sblock]