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Old 08-26-2013, 03:05 PM   #2221
rorikdude12
 
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Default Re: [IC] Worlds of Fire

Jacob turns to Michael with a snarl.

"Then why are you spying on my mind? How can you hear them? What did you do, Michael? And no, they do not simply shut up."
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Old 08-26-2013, 08:20 PM   #2222
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Default Re: [IC] Worlds of Fire

"Hey, hey, calm down. I don't know what's going on between you two but we don't have time for it right now. Let's take care of this first."
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Old 08-26-2013, 10:28 PM   #2223
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Default Re: [IC] Worlds of Fire

John pulls the gasmask over his head, and then tries to remember if he recast his wards this morning...
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Old 08-27-2013, 01:31 PM   #2224
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Default Re: [IC] Worlds of Fire

Quote:
Originally Posted by rorikdude12 View Post
Jacob looks at him aghast.

"Does... does this nightmare repeat? If so, how does it end?", Jacob asks.
"This is the third time while I've been here," Wolf replies, still with a slightly dreamy air. "Everyone dies except me. Every time..."

Quote:
Originally Posted by ericthered View Post
"Then why play along? If you're the only one who survives, why try? And why bring people to help you?"

He doesn't put on the gas mask. " I didn't come here to fight figments of your imagination." He reaches into Patrick's mind*, searching for the truth about this place.

*telerecieve on patrick wolf. The information sought will be how many times he's done this before, whether or not its a compulsion of some sort, and, as always, are the blazen involved vs 16 (17 -1)= 9 success by 7
Wolf doesn't answer Michael's questions directly, simply carrying on moving from cover to cover. Getting into Wolf's mind is remarkably easy for Michael though, and he learns the following:

Wolf didn't want to bring anyone into this. He didn't want to come to this at all, but the parts of his mind that might have tried fighting it seem to have retreated. Whether this is some kind of defensive measure isn't certain; as with victims of parental abuse and the like creating a second personality inside their own head to hide behind, it may simply be his attempt to hide from what's in front of him. He's not under a compulsion as such, he's just aware of the futility of running and resigned to the situation, and running through it on rote.

He's done this before three times since he came to this city. Importantly he also did it once before coming here; that time it was for real.

There's no indication of whether the Blazen might have anything to do with this or not.

Regarding why he's playing along, though Wolf doesn't answer, he doesn't actually need to. Sam prods Michael and mutely points back the way you all came from; the Ravenholm-esque architecture has vanished, replaced by more of the war-torn city from Nigeria. It may not be possible to avoid being caught by this.



Having pointed out that the city you were in seems to have vanished, Sam looks around a bit nervously and then pulls a purple inhaler from his jacket's inner pocket. He lifts up the gas mask, taking a sharp puff from the inhaler, holding his breath for a few seconds, then breathing out again. Replacing the cap on the inhaler, he looks around and offers it around to anyone who appears to be paying attention. If no one takes it he puts it back into his jacket pocket with a shrug.

[OOC: Everyone should roll PER at this point.]
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Old 08-27-2013, 01:44 PM   #2225
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Default Re: [IC] Worlds of Fire

(Perception 12, roll 13)

When Sam points out the change in scenery, Jorin stops and looks around a bit, trying to reorient himself.

(Tell Time(Including day and year) 22, roll 15
Find Direction (to find North) 22, roll 8
Know Location 22 -2(Prerequisite count) = 20, roll 17; failure)
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Old 08-27-2013, 08:26 PM   #2226
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Default Re: [IC] Worlds of Fire

(Perception 11, 12)

Jacob takes a puff of the inhaler and hands it back as he walks.
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Old 08-27-2013, 11:19 PM   #2227
ericthered
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Default Re: [IC] Worlds of Fire

Michael pulls on the gas mask, and fingers the object leading to the TL7 world: his ticket out of here.

18 critical fail. Thats what he gets for looking around with the gas mask on.
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Old 08-28-2013, 01:03 PM   #2228
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Default Re: [IC] Worlds of Fire

Quote:
Originally Posted by Lamech View Post
John pulls the gasmask over his head, and then tries to remember if he recast his wards this morning...
That would be an IQ roll, modified appropriately for any lost sleep.

Quote:
Originally Posted by momothefiddler View Post
(Perception 12, roll 13)

When Sam points out the change in scenery, Jorin stops and looks around a bit, trying to reorient himself.

(Tell Time(Including day and year) 22, roll 15
Find Direction (to find North) 22, roll 8
Know Location 22 -2(Prerequisite count) = 20, roll 17; failure)
These are all Information spells, so I would normally reserve the right to reroll them. I won't in this case.

Tell Time: The results of this spell seem to waver for a moment, before settling down very firmly to being the 23rd of June, 1997, 14:57 (GMT+2).
Find Direction: This settles without any trouble to point in the direction that Jorin has previously been expecting North to be.

Quote:
Originally Posted by rorikdude12 View Post
(Perception 11, 12)

Jacob takes a puff of the inhaler and hands it back as he walks.
[Roll for Area Knowledge (Western Harbour) or Area Knowledge (Front Line) -5 or Streetwise or Default IQ-8 unusual information]
[Jacob: Streetwise = 12: 4+4+4 = 12 (barely)]
[Jorin: IQ-4, -4 unusual information = 4: 5+3+6 = 14 (failed by 10)]
[John: Default = 6: 5+5+2 = 12 (failed by 6)]
[Michael: Streetwise = 13: 1+2+6 = 9 (success by 4)]

Jacob and Michael know:
Spoiler:  
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Old 08-28-2013, 07:45 PM   #2229
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Default Re: [IC] Worlds of Fire

Effective Will 4, 12 (Failure by 8)

Jacob coughs slightly. He could've used his Neural Celerity, but that has it's own side effects. He can go to rehab back at the Harbour.

He smiles, pleased at his field of vision. He can see all around him, and it feels amazing. Nobody can sneak up on him now!
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Old 08-30-2013, 12:26 PM   #2230
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Default Re: [IC] Worlds of Fire

[John: PER 12: 2+1+5 = 8 (by 4)]

Even allowing for John's success, the -5 range penalty does mean that no one sees this coming.

[Artillery 15, -5 range = 10: 1+1+3 = 5 (by 5)]
[Artillery 15, -5 range = 10: 4+5+6 = 15 (failed by 5)]

An approaching whistling sound is the only warning that you have of what is coming; a pair of small objects fall from the sky, one of them landing right in the middle of your group while the other lands downwind of you. They both start spewing a cloud of what might be steam.

[OOC: This is a relatively mild nerve gas, somewhat watered down: inhaling does the full HT-4 roll every minute for four minutes to withstand 1d+2 toxic damage for each failure. Skin contact only (which is everyone) converts this to HT-2 and 1d-2 damage for 3 cycles.]

[OOC: Additionally, roll IQ to act immediately. Modify this roll based on the level of understanding of what is happening; this only counts if it is a penalty. Failure means that you freeze for the first round, and such options as holding breath are not available. Danger Sense and Combat Reflexes both negate the need for this roll and you act immediately.]

Sam [Enhanced Time Sense] reacts sharply, scrambling out of the way of the gas and getting upwind of it, then ducking behind a lump of rubble out of the way. [Sam, physical contact, not inhaled): HT-2 = 9: 2+5+1 = 8 (success by 1)].
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