Of course, this is just like me. I have the largest group of players I have had in a long time--
- Michael in an illusory world,
- Brock spaced out,
- Maxx minimized but growing,
- Kurt learning under pressure,
- Harry in a hot spot,
- Scott crossing into new secrets,
- Nikolaj saving a world,
- John 2 fighting little dragons,
- Graeme making magic, and
- Ryan Bah Ke'gehn after a long absence,
and I find myself worrying whether Ahmetia is all right. She probably is; after all, people appear and disappear around here rather freely, and don't always know when they're going to vanish or when they'll be able to return. So I will assume she is well enough, and tackle those who are here.
Michael had about twenty minutes left on his vacation, so he'll feel it fading soon. I won't snap him back to reality just yet; he does have the option to extend the skill, on a successful roll.
It is not in Phil's nature to offer assistance and answer involved questions, so Brock is going to have to settle for the affable George for that. We'll go over his plan and give him a few pointers, but I think the next stop will be the planning meeting.
Maxx is playing with his skills again, so I'll have to give him some answers and ask some questions.
I probably should have asked Kurt this question before, but it only occurred to me now, and I want to comport with his expectations. If he is "throwing lead", I ignore all the factors involved in strike value, cover value, target value, and simply roll for the operation of the gun, giving him the maximum speed for his shots, and then I use a general effects roll to see what the outcome of him emptying the gun in that direction is, bringing cover and target value back into consideration subjectively. If he is actually aiming and firing, I have to include concealment, cover, target value, and strike value, and limit him to his fire rate on the assumption that after each shot he has to aim the gun again, but a hit is a hit and does the expected damage. It's his call, at least under this circumstance.
I'll send Harry back inside to do the job he's suggested, and prepare to bring this fire to a denoument.
As soon as I read Scott's opening line (which I confess was actually during my fly-by last night, when I attempted to get a bit of a glance at everyone's posts so it could cook in my mind overnight) I realized that he had seriously overlooked an aspect of this world: the only people who have psionic abilities are the psi police. There is no law against psionic defenses because no one who could use them expects to need them (at least until they become suspects, at which point they probably have never considered the possibility). So his idea that it's against the law is wrong. There's no law covering it, because it's not known to be possible.
Nikolaj suggests obliquely that this is a teaching situation, and thus that his teaching skill might be involved. He has a 1@8 SAL and a 1@9 BRA, which gives him a 37% chance of success (probably why it takes so long to teach anyone anything in a low-psi world). He rolls 46, which is not going to work.
John 2's trench coat is untearable/unpiercable, and so it gives -DC to all attacks. The bite of a small one of these is going to be dangerous+DC to lethal, and so it could break an arm but not through the coat. It could still be pretty serious. I'm thumbnailing here, so I'm going to say that it has a 1@9 MSV, 2@1 BRA, 2@3 SAL, 8@ bod bias (wind gliding), so that's 79% minus John's 1@6 TV is 63% chance that it will connect; he wants to get the bite to land on his arm, so I'll use a 2d10+1 GE for that, as it's pretty easy for him to do, but the beast might read the arm as an attack and avoid it. The attack is 24, which means it bites for 3 intensities. 9 is a decent GE roll, so the arm is the spot. I also have to track what Derek is doing. 24 is a bad roll, which suggests that he is not doing what John would hope he was doing. Derek is changing weapons to the knife, because he's using up ammo fast and is now in close combat. He's got a 2@6 MSV, 2@3 (Tech) BRA, 12@ bias, and 1@10 SAL, so he gets two attacks per minute with this; he'll get one in the remaining half a minute, which we'll put at the half minute mark, figuring he's got six seconds to draw it and get it positioned, which is not unreasonable. That means he attacks at the same moment as John, and at the same moment that the next two beasts arrive. A GE for that, 4, says that the remaining three are going for Derek, and John has the opportunity to fight unassaulted, assuming he kills the one he has. It's also going to mean that the gravity comes on abruptly, which will penalize everyone's next attack -10.
Derek's attack is 08, so it's not going to be serious--a damaging weapon +DC means he only did one intensity of damage. John's attack roll is 52, the lethal first bullet doing 11 intensities and the two dangerous followers doing 6 each to blow the beast apart.
Derek's defense is the frying pan, probably about 15% cover at maybe a 4@2 hard metal density, -6. His target value is 1@9, so attacks against him are at -25. (Unlike D&D, the shield can count against all attacks because the probability that it would block any one of them is already incorporated into the amount of protection it affords.) We just calculated an attack probability for a small/mid-sized one of these (the big one here is only a mid-sized one) at 79%, so with that penalty it's 54%, and base dangerous +DC, and there are two rolls immediately, another in ten seconds, which is when John gets his next shot. The rolls now are 77 and 39, that second one biting him for 8 intensities of damage, a rather serious attack, given his 1@10 damage value.
I laughed heartily when I realized what the last item was on Graeme's list of carved images for his second wand. I'm wondering, though, how to handle this. Technically, the quality of his work should be determined by the relative success of his skill check; but he's planning to spread it over several days. That could mean several skill checks, but it also means a high chance to botch. I'm more inclined to make it one skill check for each wand, and give him a strong sit-mod bonus, maybe +20, for taking his time on it. That gives him 1@2 SAL+36 SM+20SM+2x12@ bias+2@2 BRA, -10 for the delicacy of the work=104% chance of success, and the rolls are for quality, 05, 70. I'm also giving him new use for the carving to 1@3 SAL.
I'm also getting an 18 GE roll for the events of the next several days.
Now for Ryan, who has impressed me with his theological insights here. I'll continue the discussion, focusing it back to the question.
And with that, I have managed to clear the board, I think.
--M. J. Young