In the Character Creation thread, Harry was described as "wild" prior to Kurt's taking him in; I'm not sure if that information is new to you or would influence your thinking. I'll get back to you about skills and abilities.
Ending a Decade Behind the Screens
(874 posts) (19 voices)-
Sun Apr 4 2010 2:57 am #
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What about basic communication? They're good at letting people know what they do and don't want.
He can climb.
Sun Apr 4 2010 3:40 am # -
In that case I would probably raise his skills:
Bod
2@1 Four-legged Dash B 3@1
2@1 Aggressive Tumbling (Pounce) B 4@8 (Adds RS/10 SM to one attack)
1@10 Claws B 7@1Communication is handled under Psi, but I'm a bit uncertain how to handle that. I don't want it to be 0@0 Language because he can't speak any languages and he doesn't really respond to English per se, but he can express himself in vocalizations and body language... Maybe
1@3 Understanding (English) P1@0
1@3 Signal Generation (Vocal) B 0@2
1@5 Signal Generation (Body) B 0@2
2@5 Climb (Trees) B 1@3, -15 SM when climbing down (cats find it easier to jump down than to climb down)
?Sun Apr 4 2010 3:50 am # -
You could try handling communication via Bod: some variant of B3@0 Use Domesticated Animal should serve.
Sun Apr 4 2010 4:07 am # -
I'm trying to do the cat's skills, though. I don't really see him Using himself, y'know what I mean? Maybe Kurt can use UDA to actually convince him to do something useful...
And with his last post, Kurt brings me into game mechanics. I don't honestly know how to answer his questions. Partially because I don't know what the biases of his previous Verse were, and secondly because I need clarification on how Bias actually affects things. As far as I understand it, the skills he's trying for right now should still work, with the possible exception of attempting to field-strip his gun. I am of the opinion that he should be able to develop that as a Bod skill, but since his sheet doesn't reflect it I have to go with it as a Tech skill, and I think it might well be curved out given this world's relatively low Tech bias. Also as I understand it, unless skills are biased out completely, or the world has a negative bias actively resisting you, the world's bias doesn't change anything after a skill is learned, so there's no way to tell the bias of the world by using skills you already know, am I right?
Sun Apr 4 2010 4:22 am # -
Eh. Not really.
The chance of success at skill performance is SAL + BRA + the bias adjustment + sit-mods; the bias adjustment is double the character bias level or the world bias level, whichever is lower. So it's not true that the world bias doesn't influence success chance once the skill is learned: it acts as a cap on the bonus the character gets for his own bias.
Everything he describes doing with the gun falls under normal use, which is T6@1, and the basic style of a martial art is B7@1. Since those are both @1, they are never curved out, and they will be possible in this world.
However, you will have to decide whether he's performing these skills right now or not. If he's using them, he gets a roll for success, which might botch. ("Failure" in this case wouldn't be outright failure, it would be awkwardness, clumsyness, fumbling, or errors.) If he's not performing them, he don't roll and he can't botch, but he can't learn anything significant either.
Since he's trying to find out if the skills work, I would probably roll. However, I would not give any information about how difficult the skills "feel" beyond whatever the dice indicate. The world bias is not that simple to discover. He may gain a feel for it over time, but tests of this sort should reveal very little other than "yes/no this particular skill was/wasn't successfully performed this time."
Is that clear enough, or would more elaboration on a particular point be useful?
I'm trying to do the cat's skills, though. I don't really see him Using himself, y'know what I mean? Maybe Kurt can use UDA to actually convince him to do something useful...
He's not using himself; he's using Kurt. And anyway, I wouldn't get too hung up on the name of the skill listing in the rulebook. Those listings aren't really skills; they're more like a bias score paired with a baseline, which you use together to design a skill. If a man getting a dog to do a trick is B3@0, then it's reasonable to place the bias of a cat getting a man to feed him at B3@0, as well.
You don't have to do it, obviously. It's just a suggestion.
Sun Apr 4 2010 5:11 am # -
I see your point about him using Kurt, and I might go that route. (On a similar but unrelated vein, do you know what Tech bias level piloting falls under? I would think it would be higher than driving but there's no reference to it.)
Alright, let's give him some rolls, which means math... Oi this is the part I hate...
For the gun he has a 1@1 SAL, 1@10 BRA (Willpower, unless I'm mistaken), plus double the lower of his Bias level or the World's, so that's... +10, for a total success chance of... 41%? He rolls a 71. Not a botch (he would've had to roll a 96 or higher) but definitely a failure.
No, I'm wrong. Willpower isn't a RA for Tech, but his 2@2 Intellect is. That raises his success number from 41 to 43 and changes nothing.For the fighting stance he has a 1@10 SAL, 1@10 BRA (because Willpower is a RA for Bod), +10 Bias bonus for a total of 50% chance of success, 50% chance to fail, 5% chance to botch. He rolls a 14, an easy success if not a strong one.
As I'm going over his sheet, I have a question: What skill is giving Kurt the 9@1 Tech bias on his sheet? The highest I'm seeing there is his 6@2 Repair Firearms skills.
Also, does he have - or require - a skill to operate those x-ray glasses?Sun Apr 4 2010 5:50 am # -
No and yes - a skill is required, but I don't think he's ever used them. I'd wait until he tries to figure it out.
That bias is probably a skill with 1@4 SAL that was insignificant except insofar as, at character creation, it was his highest-biased tech skill. His creation posts are on the second page of the sticky thread, if you're curious.
Sun Apr 4 2010 6:14 am # -
I actually have used them once before. It seemed like a completely passive effect-as if the glasses are always x-ray glasses, and nothing that I actually had to make a roll to use.
Sun Apr 4 2010 6:19 am # -
If you've used them before, successfully, then you have skill with them. That might be the source of your 9@1 tech bias, actually.
You might not have had to roll in the previous universe, but I guarantee you'll have to roll here. That's the only way that the low tech bias has a mechanical opportunity to limit the usefulness of the glasses.
Sun Apr 4 2010 6:47 am # -
I don't get how x-ray specs could be 9@1 when that bias level is basic use of electromagnetism. I would think x-ray specs are considerably higher than magnetic locks, or even basic computers, aren't they?
Sun Apr 4 2010 2:03 pm # -
Standard repair rule (usually applies, there are exceptions):
Operation of a device is five intensities lower than design,
Sabotage is four lower,
Repair is three lower,
Modification is two lower,
and construction is one lower.The biases listed for tech skills are almost always for design. Any electrical device which doesn't require T9@7 or higher concepts to design is T9@1 to use by default. The glasses might be electronic, though, making them T10@1 . . . I'm weak on this point. MJ runs the world, he'll know the skill's bias.
However, they are certainly not of a higher bias level than basic computers unless they are robots, nuclear powered, gene-manipulative, AIs, mind-machine interfaces, space travel, sci-fi energy-based, time-travel, or scriff manipulative. They aren't, so they're not.
Sun Apr 4 2010 7:46 pm # -
Osevens, I saw on a "When Animals Attack" documentary a house cat sink all four of those inch long fangs it has up to the gum line in a human being. I don't know, I'd think that would qualify as a dangerous level attack, or even higher. I just thought I would throw it out for you to think about. Perhaps a special attack you could give the cat.
(Doing Therapy)
Sun Apr 4 2010 11:50 pm # -
Two
I'm pretty sure that would be an above dangerous attack, at least in concept. The cat didn't let go!! It hung there by its teeth. It wasn't pretty. So a low success, it's a dangerous level bite, and a high success, it's damaging. I could see that killing someone, so perhaps even lethal if the cat was good at it.
(Doing Therapy)
Mon Apr 5 2010 12:14 am # -
Ok, I'll wait for MJ to answer about:
9@1 or 10@1 Operate X-Ray Specs ?
Where is his 9@1 Tech Bias coming from?Mon Apr 5 2010 12:19 am # -
A few notes for Harry about Harry.
I would expect that a cat would have at least a low professional level on a four-legged dash, in the same way that I expect humans to have professional skills at walking.
I would also expect their fall shock absorption skill to be higher, at or near expert level--they are, after all, the masters of landing on their feet.
- That is so much so that it is commonly believed that if you strapped a slice of buttered bread with the butter side up to the back of a cat and dropped it, it would remain suspended in the air unable to land because the bread must land butter-side down and the cat on its feet.
The 9@1 Tech Bias is because pretty much by default everyone alive in the late twentieth century understands batteries, switches, wires, and electromagnets, at least at a 1@1 SAL, so I marked the 9@1 bias as minimum for pretty much any player character.
I don't actually know off the top of my head what the bias of the X-ray glasses is, but I would say that they are either T6@2 Scopes or (much more likely) T10@3 photoelectrics. That would raise his bias, incidently. He did not have to roll to learn that skill because those glasses were a type of device that "works automatically in its own universe when used correctly", a frequently overlooked rule that helps make some scenarios work more smoothly. I would probably make their use a 10@3 skill, in part so it would be biased out of the curve was lower than 13.
As to "piloting", it can't be less than a T7@6 Aerodynamics, but it might have to be high enough to include T8@ combustion or rocket engine technology, so figure for most applications T8@5 is sufficient. If you mean piloting a space craft, then you've got to kick it up to cover the engine functions of the particular space craft type and whether it is 11@ interplanetary or 14@ interstellar.
Let me post this and see what I can do next with the game threads.
--M. J. Young
Mon Apr 5 2010 1:34 am # -
Michael has posted while Eli is awaiting my further responses, and Harry and John 2 are also in motion.
I'm giving Michael the 1@8 strength he suggests, and now I have to track back and figure out the skill learning process that was happening there. Ah, yes--he can't learn it on that roll. We'll move forward to the psionic lesson for today, and address Eli in the process.
Harry definitely needs a GE roll for how the watchmen respond to the suggestion that two of them ought to scout inside a burning building: 21 is bad enough. He's at least going to have to instruct them in the safe way to do what he's requesting.
John 2 rolls a 28 GE roll. It could have been worse, and at least it's only for whether he has any information to help him determine direction.
I think I'm there.
--M. J. Young
Mon Apr 5 2010 1:59 am # -
John 2 rolls a 28 GE roll. It could have been worse, and at least it's only for whether he has any information to help him determine direction.
How could that have been worse? What would be 1 in 1,000 bad luck on not being able to tell direction?
(Doing Therapy)
Mon Apr 5 2010 2:58 am # -
Two
That is so much so that it is commonly believed that if you strapped a slice of buttered bread with the butter side up to the back of a cat and dropped it, it would remain suspended in the air unable to land because the bread must land butter-side down and the cat on its feet.
Actually, they tested the buttered bread always lands buttered side down myth on Mythbusters. The ratio is actually closer to 50/50. It wasn't consistently higher either way. You just remember the buttered side down more because now you can't eat the bread.
I've read that a cat can survive up to a 5 story fall with little to no difficulty. I'd give them expert shock absorption ability. The meowing is supposedly really close to the cries of a human infant, so I guess that would be some kind of psionic skill.
Regarding that up to the gum line bite, I'd probably make that base dangerous with up to a lethal damage rider on if the cat could stay attached.
(Doing Therapy)
Mon Apr 5 2010 3:12 am # -
1 in 1000 bad luck on telling the direction is feeling like you succeeded when you didn't and going not only the wrong way, but going the wrong way towards something extremely dangerous.
...lethal damage from a bite...may want to modify it for the relative size of the target. It may be lethal to a mouse, but a giant won't think much of it.
Mon Apr 5 2010 6:50 pm # -
I think "lethal" refers to if it would kill a human being. A cat has four fangs in its mouth, each an inch long. If it sunk all four of those into your flesh up to the gum line and wouldn't let go, at the very least it would be capable of removing a solid sized piece of your flesh. It was just an idea that they could use (or not) for Kurt's cat.
Mon Apr 5 2010 7:37 pm # -
I have had a lot of cats and never seen an inch-long fang. I've been bitten by some of them and doubt that the damage was greater than annoying. Your description reminds me of how to simulate delusional fear in a player character by describing a bunny as
huge hairy beast with fangs in its gaping maw, claws reaching out, fire in its eyes, the smell of smoke and sulfur on its breath.
As far as the definition of "lethal", the answer is that the mouse has a considerably lower damage value--although cats tend to trap their prey and kill them through several strikes.It looks like today's games cover Eli and Michael, Brock, Harry, Scott, and John 2.
I have read what Michael describes and what Eli does, and I will give Eli the same +5 bonus I gave Michael for eyes closed. As for the description of the silver thread connection, I will take that as descriptive of how he is attempting it, and if he fails but can think of a different way to attempt it, I'll allow that as a change of circumstances for another roll. His roll is 27, which given the bonus for instruction is going to mean 1@1 Operate Telepathic Device P1@3 with eyes closed, envisioning silver thread connection between self and device (Psi Computer) +5SM.
Brock is going to board a Federation Planetary Militia Listening Post in the next post, I expect. I think, too, it will be his first transmat; I'll have to remember that.
I've already mentally sketched the warehouse and know that there are only the office door and the carriage doors, and not much in the way of windows--easier to protect the contents that way. Harry gets a 12 GE roll, though, so he's got good luck with the fire. I think, though, that he'd better be careful about disrupting the airflow in there, as if he opens either the upper windows or the wagon doors I'll have to roll for what happens when fresh air rushes into the building.
Scott approaches my maybe a bit loony geezer, but if there's any defensiveness in his response it's an illusion.
John 2 does not seem to grasp just how helpless he really is in his present state; he's trying to grasp something else at the moment.
I believe that covers things.
--M. J. Young
Tue Apr 6 2010 12:59 am # -
Well, maybe not inch long fangs, but they do have those four longer needle teeth. It was on When Animals Attack. The cat snapped and attacked its owner.
(Doing Therapy)
Tue Apr 6 2010 1:04 am # -
Alright... I imagine Kurt needs a GE roll to see if there is game around to be spotted, and a ... well, bugger. It doesn't get a whole lot worse than a 26. I'm going to have some fun with that.
He also needs a GE roll for what else is going on. And... ... ... The gods give and take in equal measures. He follows his 26 with a 5. This will be amusing to write up.
Tue Apr 6 2010 3:04 am # -
Kurt is attempting to be sneaky. It occurs to me that this is what B 0@6 Stealth is for. As I see neither Stealth nor Ambush on his character sheet, this means I get to remember how Skill Learning Rolls work. Let's open the Big Black Book...
He has a 7@1 Bod bias, 1@10 BRA, no Example, no Instructor, no Teacher, and the World's Bod bias is... 13, -0 for the bias Level of the skill... gives him a chance of success of 104%. Well, then. He rolls a 63, which is a success, and strong enough that we will add 1@2 Stealth B0@6 to his character sheet.
Now the question is, does the animal notice him anyway? There's no breeze, so scent isn't a huge issue. I'm going to bet this thing's hearing is good, but not as good as a hunting dog's, so we'll go with 2@1 for it's SAL, 2@2 for BRA, and 6 for Bias, for a total of 48% chance of success. As I understand it, that means it is not possible for this creature to notice him, so I won't bother to roll.
Wed Apr 7 2010 1:21 am # -
It occurs to me that I have just introduced a very interesting concept, one which I would definitely explore were I in Kurt's place.
I don't want to go too far with this, so as not to spoil anything for Kurt, but I will simply say I am ruling in advance that 13 is a high enough magic bias curve to bond an animal as a familiar spirit or animal companion, a spell I would place at the 10@1 level - @1 because it is the sort of thing a shaman in a non-magical world would normally be expected to be able to do, and because it is a significantly simplified application of the principals that, at high, more forceful levels become 10@6 Friendships. Simpler because it can't target a hostile, sentient mind, only a vaguely willing animal. Of course, what actually is gained from that bond would be subject to the limitation of what other spells might be merged into the bonding initially (which, oddly enough, cannot include 10@9 Obedience at this curve) ...
Wed Apr 7 2010 1:38 am # -
I would be extremely wary of introducing new @1 listings if I were you. (Not saying you can't, just that I can't imagine doing it in my game.) If a skill is a simpler version of a listed concept, it is often best/easiest to use the listed bias and grant a positive sit-mod for straying off the baseline. Only if the concept itself is a simpler manifestation of the core principles of that bias level should you need to worry about adjusting the bias of the skill.
Also, a shaman native to a non-magical world is not expected to be able to do any actual magic. Anything he can do in the Mag bias area is either level zero (0@, like Acting), intensity zero (@0, like Religion), or both (0@0, like Literature). Only those not native to the universe are allowed to use skills within the curve but above the level.
All of this is to say that if a magic spell befriends an animal, it should probably be M10@6. (It could be a M1@4 Bonus Attribute Check: An-Mag, though; it would be less direct and less reliable, but significantly lower bias.) I don't think that's exactly the effect you're going for with your proposed skill, but since I'm not sure exactly what you are going for, I can't make any suggestions. I'm familiar with "you are my familiar now" as a general concept, but familiars are like vampires - ask a different ref and you get a different beast. The bias of the skill could vary wildly from beast to beast.
No pun intended.
Wed Apr 7 2010 4:32 am # -
it is the sort of thing a shaman in a non-magical world would normally be expected to be able to do
There would not be any Shamans in a non-magical world, and if there were they could not perform any magic above the bias level.
I'm also inclined to think (without looking) that 10@1 does not support the sort of binding you want. Oh, heck, let me look.
10@1 covers attentions and diversions--the most temporary of charm/enchantment magics, things that happen in a moment and then are done. They are the charm version of a TK pulse, really.
Depending on what you think comprises a familiar, I think it's got to be an enslavement--you are tying the creature to yourself for it to do your bidding--and that makes it 10@9, and above the curve of 13 you mentioned.
I'm going to post this and then decide what to do next.
--M. J. Young
Wed Apr 7 2010 6:45 am # -
O.K., I've decided that despite the lateness of the hour I hope I can address everyone's threads sufficiently to be not shirking my responsibilities here. (I had a long shopping trip and a longer stowing of supplies earlier which set me back significantly.) "Everyone" is Eli and Michael, Brock, Harry, Scott, and John 2.
Eli got something shy of half an hour on the computer, but he could bump it to continue (possibly); Michael is mostly marking time for this, so I'm going to attempt to rush Eli forward.
Brock has made a suggestion to the plan that no one else had, and I've thought of a way it could be done, so we'll do it.
I want to say that there are no workers in the warehouse. Indeed, if there were, they'd have opened the main door to escape. But Harry deserves a GE roll--even if it means that the workers in the warehouse have been overcome by the smoke already--so let's roll: 23, and I'll bet he wishes I had not thought of that.
Scott is talking to the man on the bench, and I'm going to attempt to fast forward the conversation a bit so he can get to his points.
It is just not John 2's luck lately--his force shield attempt is a 96, which is another botch. I've got that last botchlist around here somewhere--there it is, on March 23, where we read:
1. Explosion
2. Brain Burn
3. Psionic Shock Wave
4. Neural Breakdown
5. Random Force Object Attack
6. Force Object attack on self
7. Topple bed
8. Earthquake
and we roll 6, force object attack on self, and for lack of anything more convenient in my haste I'll use the bod injury botch table (a special application GE roll), he rolls 9, no measured damage but wound requires tending.I'm gone.
--M. J. Young
Wed Apr 7 2010 7:09 am # -
Scott is talking to the man on the bench, and I'm going to attempt to fast forward the conversation a bit so he can get to his points.
And here I am, putting on the brakes. Ah, well, I'm enjoying the scene, even if it slows down the game. Ordinarily I post dichotomous trees three contingencies deep, but for some reason I don't feel like it here; it doesn't seem to suit.
Wed Apr 7 2010 7:32 am # -
Scott, I have no problem with letting the conversation stretch; I just didn't want to slow the action to he said-he answered for days on end.
Let's see what we can do with Eli and Michael, Brock, Harry, Scott, and John 2.
I don't think I have to wait for Eli to say that he's following Michael's instructions, since he already said he wanted to try the next device. This time it's a new use, not a new skill, so it's a standard roll with the +5 sit-mod, but 87 is not going to cut it.
Brock needs to check through his equipment inventory, and I can probably post it faster than he can find it.
Harry needs yet another GE roll, this time to cover what happens when he opens the window and whether the window is positioned conveniently enough to use for soaking the interior. 13 is barely good enough. I'll give him information, check the schedule for who is on shift at the firehouse, and toss a few more details out.
Scott has a 2@1 persuasion, but he's not relying on it at the moment, instead going with his 1@9 charisma--and that might be good, because if I want to know if the guy likes him I don't have to do a roll against it. A simple check, then, the rolls (2d20) coming to 1+4=5. I'd say we've got a connection here.
John 2 does not want to risk botching on an effort to heal an injury that isn't really damage, just pain and a bit of blood. Probably wise, that.
--M. J. Young
Thu Apr 8 2010 1:05 am # -
The post took but didn't register the new page; I'm posting again to make it appear, I hope.
--M. J. Young
Thu Apr 8 2010 1:06 am # -
I only just learned that I am not singing tonight (except if I arrange to practice); hopefully Newark Delaware's poetry reading will entertain us in two weeks. We are playing the LIFT-FM concert next Friday in Ocean View, New Jersey (and I really must get directions soon), but I think we'll be ready for our two-song set by then. That permits me to turn my full attention now to Eli and Michael, then Brock, then Harry, and finally John 2.
Eli is going to attempt to contact the device again; we'll use a break in time for it. He rolls 24, which is certainly within his chance of success on using the skill, and will give him new use, and thus 1@2 Operate Telepathic Device P1@3 with eyes closed, envisioning silver thread connection between self and device (Psi Computer, Data Access Device) +5SM. Michael returns to making fabric.
We'll introduce Brock to matter transmission in the midst of lots of distractions, and see whether he has any other questions before he goes.
It's time to give Harry another die roll. Hey, know what, Harry? We don't seem to have a skill on your sheet for containing or extinguishing fires--a definite oversight. I'm calling you a professional:
2@1 Contain Fire T1@1
2@1 Extinguish Fire T1@1 +1
unless you think it should be higher. (The +1 is because you extinguished the other building fire already; the hesitation is that you've been trained, so you might be above the minimal professional on this.)While I'm waiting for his confirmation, I'll roll a GE on the fire situation, which is 16, continuing as it is.
I rummaged through John 2's equipment looking for a tent, and found that he has a sleeping bag with the stuff he left on the station, but did not find a tent. I'll assume Sarah got one, though, because she's planning to be on the run longer than her money will last.
--M. J. Young
Thu Apr 8 2010 11:35 pm # -
Definitely not higher. I think calling me a professional would have been generous before this - I'm dredging up a lot of really old memories to cobble this back together.
As for Kurt's game - yes, I know momma bear has to come bite his face eventually, but I'm having fun messing with him with the curious cub, so I'm going to see what he does just a little while longer.
(And he does still have that other, good GE roll, that I can bail him out with once momma does come sniffing.)Fri Apr 9 2010 3:15 am # -
Settled, then, on those skills. Eli and Michael begin us, with Harry and John 2 also in motion.
Eli is becoming involved with the combat game as Michael did before him, so we'll see what he does with it. Michael is returning to the routine, and I'll accelerate the schedule a bit as soon as Eli is back to routine also.
I'm wondering whether Harry is saying that it was Tarah's responsibility to add a sand cart to their equipment, but I recall that sand was something they were going to add. A 14 GE roll is not desired but generally favorable.
I should have had Arabella arrive about now, but I didn't think of it until I'd posted, so I'll save that for next time.
John 2's 19 GE roll means it will be a while before he gets a chance to be alone. Before I dig up his one month developmentals I'd better make sure I'm not preventing him from doing something in that time.
--M. J. Young
Sat Apr 10 2010 12:13 am # -
A rare Saturday update. I feel privileged.
Also, everyone please pray for me, or wish me luck, or lend me some positive energy, however your spirit guides you. I'm starting a new job on Monday, in sales and marketing. (Incidentally, if anyone needs a good deal on office supplies...)
Sat Apr 10 2010 5:26 am # -
Good luck, and I'll be praying.
(Doing Therapy)
Sat Apr 10 2010 5:30 am # -
Ah, well, it happens to have been a late Friday Night update, I think; at least, I don't remember posting anything Saturday. But Harry, my prayers for you would be that God would use this to bring you back to Himself, and that's not the prayers you would request, I think.
I've been in and out a few times today, but finally have cleared away all but the game threads: Eli without Michael, Harry, Scott, and John 2.
I was treating Eli's computer use as practice, but it seems that he's going to do something with it, so I'll need to make a roll: 02 means he loses the connection quickly. Since he specified he would keep going for thirty to sixty minutes, we'll roll for chaining the connection, 42 is doubtful, but he has a +5 SM on a 1@2 SAL makes 17, and his BRA is not going to be enough to reach 40 so I'll not check.
Harry needs someone to help with the sand, but he rolls a 25 GE roll.
I recall already rolling a charisma check for Scott and concluding that this guy likes him; I'm not going to roll it again, but instead will go with it. I meant for the discussion to end with the guy saying yes, but there were enough questions in there that I thought I'd better let Scott answer at least one of them himself.
Ah, I knew John 2 was going to ask about the gun, and it's so problematic, really. If she's using his gun, and fires his bullets, and he hasn't actually permitted her to do so, he's going to have equipment sense tracers to all those bullets and casings wherever they are; but then, the logic of her bringing that stuff with her is that she thinks it was sent from the future to equip Kyle and her against attack, so she's going to have gone through it and taken out what she thinks she can use. It will be the Ruger. I've added his physical attributes for birth to his sheet, but I'm not going to bother duplicating them here.
I think that's it for tonight.
--M. J. Young
Mon Apr 12 2010 1:44 am # -
If she's using his gun, and fires his bullets, and he hasn't actually permitted her to do so
That's why I was asking MJ. Now that I am aware of that fact, I AM permitting her to do so. I can't vocalize it to her yet, but as far as I'm concerned, that is her gun to use. If I verse I want to take it with me, but she can use it whilst I'm here.
(Doing Therapy)
Mon Apr 12 2010 1:48 am # -
Does that amount to disowning the bullets as she fires them?
Mon Apr 12 2010 2:10 am # -
Yeah, pretty much I guess. She thinks her son sent them to her so she could protect me. The whole point of the pack was so I could protect myself upon arrival. So, in a way, her son DID send them to her to protect me.
I want to take Sarah as an associate. My stuff is her stuff, unless I verse and she doesn't come with me, then it again becomes my stuff. But yeah, that goes for everything in that pack. If she sells my gems or silver, then it's disowned. She's the custodian of it until I verse out, I guess.
(Doing Therapy)
Mon Apr 12 2010 2:17 am # -
I have no idea why I am having trouble shooting my imaginary shotgun at an imaginary bear in front of its imaginary cub.
Yet, no problem unloading on Zigesfeld and (trying to) on Mariska. I guess I've got a soft spot for the fuzzy animals.
Mon Apr 12 2010 3:41 am # -
All right, John, we'll give Sarah power of attorney to disown bullets and other possessions on your behalf while you're still a minor. And Kurt, we all face questions of what we would and would not do in this game, and your struggle is quite ordinary, really.
Now I see posts from Michael but not Eli, Harry, Scott, and John 2.
I've now created a calendar detailing events in NagaWorld for Michael and Eli; that should help get things on track.
Harry is firefighting.
Scott is going to get his first client.
I'm moving John 2 forward to six weeks old. I believe that puts him in late April/early May.
--M. J. YOung
Tue Apr 13 2010 12:25 am # -
I have no idea why I am having trouble shooting my imaginary shotgun at an imaginary bear in front of its imaginary cub.
I didn't understand what this meant until I saw MJ's reply. Yeah, I had the same thing. I couldn't shoot an imaginary AK-47 at an imaginary MP to keep from getting arrested.
(Doing Therapy)
Tue Apr 13 2010 12:30 am # -
At this point I am going to have to, with a heavy heart, resign myself as referee for Kurt's game.
The reason for this is that I recently got a new job - a job I had not applied for yet when I volunteered for Kurt's game.
While this is, in general, a good thing (as my old job, which I had otherwise expected to continue, was driving me slowly mad), the hours, commute, and sleep requirements of this job are playing even greater measures of Hell with my schedule and my ability to do anything else than my old one did. I will, at least in the foreseeable weeks, be barely able to check in here enough to keep up with my own game. I will have neither the time nor the brain cells to continue being creative for Kurt, and I would rather hand him back to someone who is able to do so rather than subject him to my ever diminishing quality.To that ends, I leave the following note:
I intended the bear to miss him on her initial charge.
I intended him to be promptly rescued by Robin Hood's men, who are hunting for food. The party will be lead by Will Scarlet.Tue Apr 13 2010 3:29 am #
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