//File 0.11 - Helios and Missy//
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The usual place is a vintage gaming arcade. Anything from Pack-man to Time Crises Two. It is noisy and due to the old machines with unshielded electronics, the matrix reception is spotty
Helios collected his things but left the herbs he had collected earlier as he was not sure he could use them anyway. He then headed out to the meet up with Missy. Thirty minutes was a rather short span of time but he could probably make it or at least be close if he was delayed at all. He understood that something was up, and that she was on the run so time was of the essence.
Around the walls are several sofas with cabled matrix points where one could connect or just enjoy a quiet BTL stick.
Missy is wearing a long dark coat, and at her feet is a duffel bag, a poster tube, and her briefcase. She is killing zombies with a faded red plastic gun.
It was now an out of the way place, open 24/7, and there were hardly any customers in the late hour when Clarice first arrived, and waited for Helios.
Helios arrived shortly after, from his last stop at the research facility.
Once inside he wondered about looking at the various games before walking up to watch Missy play. When she finished a round he stepped up and asked, "Would you mind if I joined you."
Rolls
Outside Assense - (8d6)
(25663552) = 34
Outside Scrutinze - (11d6)
(53642343554) = 44
Inside Assense - (8d6)
(11244265) = 25
Inside Scrutinze - (11d6)
(15652262253) = 39
How about a wager, highest score, buys coffee?
The real stuff she ads
Now, the eyewear. If the vision enhancements are supposed to be concealed or disguised, they use the Glasses stats, ie. capacity max 4. If you want up to capacity 6, then we'll use Goggles stats, but lose concealability (too many enchancements are obvious). Default eyewear are wireless, or they can be wired by a universal data cable. If you like, we can say it's an older model, so it doesn't have wireless nor wired capability, but needs to be operated by hand, like the touch of a button.
Physical objects are gray shadows in the astral. So @runekyndig is somewhat correct, wearing eyewear while assensing will show a gray shadow right in front of your eyes. You can still assense, but the goggles hamper that. This is easily solved by saying that you take off your eyewear when you assense, and put it back on after you're done.
Next, for Mystic Adepts, they use Astral Perception in order to assense. Using Astral Perception makes the adept become dual-natured, and gives a -2 dice pool penalty to all non-Magic actions, this will include your Perception roll. If you want to get round that we can of course say that you assense first, complete your assensing, then use your Perception after that.
Putting both together, there's basically a lot going on in what you're trying to do: take off glasses, turn dual-natured, stop being dual-natured, put on glasses, turn on glasses, turn off glasses. Nothing wrong with that, but it's not going to be as stealthy as you think it might be.
Just to clarify, is your Scrutinize roll meant to be a Perception roll? (Trying to add up your 11d6)
Finally, the rolls grant Edge if they are opposed. Eg. if someone is hidden, and you roll Perception with superior dice, this gives you Edge against that person. Think of Edge as 'edge over someone'. But if you use Perception generally, you can perceive all sorts of things in your surroundings, the cars, the cats, the rubbish on the ground, etc, but none of these will give Edge.
Otherwise -- yes the idea is to Assense (if no clear setting on goggles) just move them up to his forehead and then pull them back down fairly simple action -- then Scrutinize with Goggles on -- move to the entrance and repeat -- yes a lot going on per-sae but not in combat unless that triggers it -- yes Scrutinize is Perception --- 8d + 2d (Specialization) +1d (Goggles)
If I need to roll stealth to be obscure about this I can do that otherwise he is not standing out in the middle of the street waving at everyone to let them know what he is doing ;)
I think it's perfectly fine in many contacts, especially non-combat ones, to scan a place first before entering. I'll handwave most of it, unless I think it's a problematic social situation, ie. you're talking to a mafia boss and his cronies, and you decide to scan him there and then, or unless it's a tactical situation, ie. the place is already being watched. In those circumstances, you can propose a roll as customary for your character (ie. Helios always scans before he enters a building), or I will ask for a roll (ie. I'll say something to the effect of "Helios arrives, and wonders if he'd better take his usual precautions."
Sure, the goggles can have various settings. If it were wireless you'd control it remotely. If it's manual, you'd have to manipulate it somehow to get the setting you want, like a button or a dial, eg turn on the full suite of vision enhancements, turn on individual enhancements, turn off everything.
Alrighty, let me post a response. Thanks for being patient as we talk through a crunchy ruleset.
Hardly anyone was outside the arcade when Helios paused to do his customary scan. When activated, his goggles revealed the details of the buildings around him, and enabled him to see as far up the street as the men outside the bar he had passed by earlier. The astral was largely gray, the same men distant glows of faint light, small vermin scuttling by, but walls and walls of buildings fading into blackness.
When he stepped into the arcade the goggles were useless for a moment, as he had to scramble to turn off thermographic vision. The heat from the machines effectively blinded him even though his flare compensation filtered away the lights and glare. It was a decent sized arcade, machines on all the walls, and in rows down the middle as well. There were a few customers at respective booths, and a bored attendant by the front, who noted Helios when he stepped in, but ignored him after. The astral revealed much the same, and in both cases, Helios was familiar enough with Missy to know where she was both on the astral and in the room as he approached her.
"So you said you saw a toxic bug, was it really a toxic bug or just a toxic spirit?" Helios had not seen a Toxic Alien Bug Spirit as those things were already rather twisted to begin with it and he wondered if they could even be made more toxic then they already were, still he had never imagined he would see what he saw earlier that day either.
There is a slight tremble in her voice now. I have no experience with toxic bugs, but I have never heard of any possessing someone to track someone down. Why would they do that? Why me? Missy doesn't even see the videogame zombi that jumps out and leaves bit marks on her half of the screen.
"Now as to why you? Well that is hard to say, especially since it was a toxic spirit I mean toxic is just another way of saying insane when it comes to spirits. Still if it was tasked to just find you then its not the spirit that was looking for you which would be why it did not attack you as that was not its assignment. Now why it showed you how it did what it did seems odd but maybe that was part of its assignment as well. The big question is who is looking for you that would use toxic spirits? Those are not common spirits to employ."
"Regardless of what the answers might be, I am with you and I can help you stay under the radar as you well know. So do you have any plans on what you are going to do. I mean just running does not seem like a good long term solution and it might be exactly what the individual wants you to do. Still even more importantly where do you want to get that coffee at?"
My immediate plan is to leave Hong Kong. If I am to chase this mystery down, my one good lead is my guest. He is from New-Tokyo and was possed there. The best place to hide is often underneath the nose of the looker. I also hope that my guest would find his way back home, now the bug has left him. I would like to check-up on him.
She signs. I would also like your help with a cleansing ritual. If the spirit have left some sort of astral marker on me, I want it gone.
Missy also recalled for Helios the vision that the spirit showed her, which was an image of Shanto morphing into a human insect hybrid. It was hard for Missy to specify exactly what kind of insect she saw, given the amorphous nature of the image, which was more a thought projection really, being the astral.
(Those who were traveling on planes have their own problems, ahem. :)
Also can I assume that "showboat" was a typo? as Helios said sLowboat :)
Also basically as stated below Helios is trying to get a better description of the two bug types by asking pointed questions about what the various bug parts looked like -- did it have antenni if yes did they look like this or did they look instead like that, etc... And I realize that is a GM question mostly but may involve Missy or I making some kind of roll
"Great I find the slow boat trips to be quite relaxing as well. Well then I guess you get to guide me to that shop, as I have some real coffee to purchase. So I am going to guess you will want to get cleaned up before we take that boat ride do you have a place in mind for that?"
Let's move to the boat ride. If you want a legal ride like most citizens take that'll be different from if you want to stay in the shadows, in which case you need a fixer.
"Ok ok you go Aberdeen Harbour. Look for Mr and Mrs Chan. Family run fishing. Take factory boat, go faster. If you take trawler is one month to go."
Once @runekyndig replies we can take the scene over to the dock (in case something needs to happen before you officially leave Hong Kong ;), and then you'll get to the boat journey, fast forwarded at the appropriate places)
Missy ponders other ways to muddle the waters. If you don't mind, I would like you to do the cleansing. We call the powers differntly
Missy pays for the coffee and calls a taxi ride
If you're trying to see if a spell or magic effect is affecting a person, and what kind of spell it is, the action required is Assensing.
If you are trying to remove a sustained spell condition on a person (such as a tracking spell, which currently and assuredly doesn't exist in the 6e spell list), the action required is the Dispelling action under Counterspelling.
A third option is what I thought @runekyndig was concerned about. Missy cast spells earlier, and now she wants to remove traces of her spellcasting in case she is being tracked via her astral signature. That's the Cleanse action.
Missy is taking in the energy and mentally separating "Missy" from "Clerice". "Clerice" was at the meeting with Janus, but it is going to be "Missy" that tracks him down.
Before leaving Missy takes a quick peek at Helios'es aura, just to be sure that he did not pick up any residue from her.
Then she lets Helios order a cap to the harbor, but she pays it, with the last of her hard currency.
Missy has 6 houres' worth of trace that she needs to disconnect her self from. I don't think any rolls are needed
The rules, page 160
Conscientious casters can clean up behind them through the Cleanse Major Action. When choosing this action, the player scrubs traces of a single spell or other magical effect from the astral plane. Each Cleanse action taken acts like an hour of time passing in terms of aura fading. Characters may take this action as many times as they want until the signature is entirely removed.
Whatever the spirit did to Missy, leaving an astral signature on her was not one of them. No traces of magic, other than her own aura, could be detected, leaving her to conclude once again that she had been found because of her relationship with Shanto, who seemed to have found her inexplicably, and that she was additionally traced via the material link they shared, their ring.
Peeking at Helios aura revealed not just his own, but a number of smaller auras surrounding and connected to him as well.
It was almost the wee hours of the morning when they got their cab to Aberdeen Harbour. The harbour was a world-class business port, with its major facilities dedicated to container shipping and cargo. But the two of them weren't interested it the passenger port. Instead they headed to the fishery docks, which were busy at that time of the night, with fishing boats coming in with their catch, and the fish market warehouses coming alive with wholesalers there to get their choice picks.
Helios and Missy kept going past those, until they reached a row of smaller shacks by the edge of the water, with their respective boats docked by their sides. Helios could not understand any of the signs, but Missy made out the one with said Chan Family Fishery Private Limited. There some workers were busy unloading the catch of the night into big containers and barrels, while others were moving them into the warehouse for sorting and packing.
We house ruled a Translate spell, so two parties can communicate. But if you want to cast Translate on an unwilling or unaware target, I will probably make an opposed roll for the target.
We are going to that warehouse over there. As they get closer, Missy hears the loud discussion and listen. She wants to know if it is relevant for their visit.
Wǎnshàng hǎo (good evning) Mr and Mrs Chan?
"Yes, what you want?" The woman asked the question straight out, as Hongkongers do, without beating round the bush.
First Impression: You gain 2 Edge for Social Tests during your first meeting with anyone, and both your Heat and Reputation are ignored for this first encounter.
Mentor spirit: Edge Boosts cost 1 less for Influence tests
3 -edge boost: Buy one automatic hit: You get an automatic hit. This one adds on to the total hits you roll. This isn’t an automatic success at whatever test you’re attempting, just another hit to add to your total.
For my 2 Edge and with a one boost discount, I would like to buy one automatic hit. I don't know if its a clever use of my edge, but I am using the system
4 +1 succes
Rolls
Influence (one auto hit) - (9d6)
(421451655) = 33
"But first, one important question." This time it was Mr Chan who spoke, also in Cantonese. "Any immediate danger? Can't have trouble following us right behind."
Rolls
Willpower + Intuition (vs Missy's Influence) - (7d6)
(3414615) = 24
"Also, need to do small magic to erase trace of your presence here. You two don't look like you have much Matrix trail. Otherwise we'll need to wipe that too." Mr Chan added. They both sounded like this was not the first time they smuggled people out of countries.
Lastly from my understanding unless we cast magic which for Missy lasts 1 hour/Force and mine half that at the point where we cast it -- we do not leave any significant astral trace behind ??
Missy takes out her silver credstick and press a button, frowns and gives it to Helios. The desplay reads ¥978
Honored Chen's. We will each pay ¥200 to cover what we eat. We will speak and work with the spirits during the voyage. We will not be seen by port authorities. We are not a danger to your ship or your crew.
Missy focuses on Mr Chen, who seems to be the submissive in their relationship.
If this is unacceptable, I will inform Ancient Mai that we were forced to go with plan-b
"500 nuyen each." Mrs Chan spoke up again, the more calculative of the two. It was clear who held the purse strings in the relationship and the business. "You pay 500 now. If you work good, we waive the other half. Make good weather, more fish to catch, make boat safe. Deal?"
Hey, Lollypop bunny. Do me a quick favor, will you? Cross-reference the owners of boats currently docked at Hong Kong marina, locks L14 to M45, with arrested or recently deceased. I'll trade you the client list of the Lotus Dragon (Hong Kong BDSM parlor)
Helios, this is might be a long shot, but perhaps there is a boat down there that no body will miss for a while.
Roll Influence + Charisma, and you may add her Loyalty as a dice pool modifier. p51 on Contacts.
Rolls
Lollypop Bunny Connection + Connection - (8d6)
(35624252) = 29
I thought an information broker and decker were the same, but that is fine. I'll invent a decker contact
Rolls
Rolling Influence + Charisma +2 loyality - (11d6)
(21515415136) = 34
You rolled 4 successes though, this means Bunny is prepared to share what she knows for free.
Finally, sure, you can still swap your Contacts around, if you want a decker.
While my contact is working on a list of owners, do you have any ideas? Perhaps chat up a spirit, an old sailor or something
Note more intense look around involves him taking time to literally get eyes on a very large number of things
If you want the marina, where the private boats and yachts are, that's on the other side of the harbour which you will need to get to. It's a further walk, but you'll eventually get there. That's the recreational side of the docks. There should be many of those boats and yachts docked there.
In addition, if you want to talk to harbour folk, let me know. I'll describe who's around on this fishing side, and/or the marina side.
@dejoker since we're talking about language a lot, may I ask, backstory-wise, how has Helios survived both in Japan and in Hong Kong thus far, speaking neither Japanese nor Cantonese? Has he exclusively dealt with elves only? Has he magicked his way through every conversation? I also ask this because I'm looking at your Contacts with a view to be using some of them, but can't reconcile them yet. Are they all Sperethiel speaking?
Basically I got the impression that the language barrier -- other than under special conditions (aka Shadow-Running) -- was a minimal issue so I have treated it as such within my character.
Other than that yes he is either dealing with folks (such as Missy) who speak Sperethiel or he is borrowing the language from someone so that he can speak and/or understand it for short periods of time -- using his excellent memory to hold onto phrases/conversations that he feels might need translation latter on if he does not happen to have a means of getting that language on the spot Still he mostly has been dealing with animals so his humanoid contacts are minimal compared to his animal contacts which while he has I am not even sure if or how that should be represented -- and further they would be very transitory and localized to begin with -- so again not sure how that would even be represented if it can be at all
BTW I thought it was an interesting flaw (due to creation constraints and trade-offs) and one I am sure you will exploit before I am able to compensate for
At the Aberdeen Marina, there were quite a number of boats, some distinctly luxurious cruisers, some smaller catamarans, and a couple of speedy bowriders, all the way to small dinghys. As it was late at night, it was hard to tell if they were occupied, with most of the lights out, without closer investigation. Only one or two showed activity. The immigration clearance office, a small building at the far end was also closed at this time, naturally, with the sign Quarantine and Immigration Anchorage clearly printed on its exterior doors.
The list contains full names of the owners, make, model and registration number of their boat or craft, and name of craft (if any). It does not contain descriptive features, such as colour or design details. Neither Helios nor Missy has relevant Knowledge related to boats, so if you were looking for a specific boat I'll be asking for some rolls sooner or later.
The ocean going Chinese vessels are of three kinds; large ships called chunks (junks - which are about 36ft wide by 100ft long), middle sized ones called zaws (dhows) and the small ones kakams (I could not find dimensions for these other two types). The large ships have anything from twelve down to three sails, which are made of bamboo rods plaited into mats. They are never lowered, but turned according to the direction of the wind; at anchor they are left floating in the wind.
Okay I believe both would be an extended test of a sorts so not sure how you want to handle that exactly. Further I have listed Arianr's Perception but I realize this is information actually being conveyed to her via the other spiders so not really sure how that ends up playing out.
Arianr Perception -- Perception (3) + Intuition (3)
--- Low Light Vision
--- Gets no Edge
Helios Perception -- Perception (2) + Intuition (5)
--- Specialization: Observational Awareness (+2d)
--- Low Light Vision
--- Vision Enhancer (+1d)
--- Vision Magnification (Range Reduced by 2)
--- Will Use Gained Edge (if any) to Help
Rolls
Arianr Perception - (6d6)
(313332) = 15
Helios Perception - (10d6)
(2425656561) = 42
In any case, Helios had the information he needed. Now all that was left was to tally his observations with Missy's list to narrow the boats down.
As to your question about how Arianr communicates with her spiders, I have something I'll post under house rules that'll help. But in short, the spiders will use Arianr Perception stats.
This gives her the freedom to search for spirits guarding the marina and to look for security cameras. Her smart glasses have lowlight vision to penetrate deeper shadows.
Rolls
Physical Mask, drain 4 - (10d6)
(6146463426) = 42
Perception (looking for security systems) - (3d6)
(524) = 11
assesing ( looking for speciritual and magical security) - (4d6)
(1234) = 10
Missy's familiar spell successfully created the illusion that she was someone else altogether. It was a clear and basic spell, good enough to fool the security cameras.
The lady with the red shark is checking security Helios knows of Missy's red shark tattoo
Missy, in an illusion of a security guard, completed her survey of the marina's security, noting the cameras, the possible security booth at the office, and no patrols. She still had the list of boats, with over twenty names and models, owned by those who were dead or imprisoned.
Okay I created a thread for us within the Character Sub-Forum and I have outlined in it all the things I think Missy would know about Helios due to past interactions if you have not seen that please take a look and if inclined can you add to it a similar listing of what Helios would perhaps know about Missy due to past interactions
Lastly knowing Mask (Living and Tech)(which can also be used as Invisibility per a discussion I had with Bedzone) now means you also know Physical Mask (Living Only)(+Invisibility) and Sensor Sneak (Tech Only)(+Invisibility)
If so, go for it. First step I need your Spellcasting for the magical cover you'll use to get to the boat. Once we clear that, I need the second step, getting on the boat and checking for security. Third step later...
Missy is not fond of poking hols in Helios plan, but it has to be done before they start
Perhaps the smaller boat would be better in that reguard


I'll note 3 successes on the spell and 1 drain
Rolls
Trid Phantasm: Sorcery + Magic - (12d6)
(426121454161) = 37
Trid Phantasm: resist drain 4 - (10d6)
(5622431346) = 36
Okay now I have to ask with Missy placing the Trid Phantasm on the boat already does this mean Helios has to over come the the Illusion to see the real boat underneath?
But guys, we are in analysis-paralysis mode now. We have a plan to get the boat out of the harbor.
I would suggest that we roll that ever skill rolls needed, and get on with it
Once the elemental is summoned and assuming no issues occur Helios will have it begin moving the boat slowly out of the harbor
Rolls
Summon Water Elemental - (13d6)
(1346461652611) = 46
Resist Drain - (13d6)
(2533252462653) = 48
You've rolled 5 hits, and the spirit rolls 0 hits, so you have 5 net hits, which means 5 services. 5 hits on resist Drain, so no Drain effects. I'll grant that the water spirit is hidden by the illusion of the boat.
Rolls
Force 2 Spirit - (4d6)
(2422) = 10
Also did not realize the elemental would rise up out of the water nice to know and thanks for letting it be hidden by the phantasm -- and no a Force 2 is sufficient (hopefully) for this leg of the journey
To clarify Helios is having the water elemental move the boat at a speed that minimizes any wake it might create -- granted having the water elemental moving the boat ought to in-itself reduce or eliminate said wake due to what creates the wake in the first place would not really be present but no need having the water elemental creating a wake of its own if it can or does.
So does the elemental create or reduce the wake? Would removing the wake count as a service? But you were clear about moving the boat at an optimal speed so there'll be no or minimal wake, so that totally makes sense and we can leave it at that. I was also going to comment on steering, but realised your latest post specifies it already, so we're good there.
Yeah basically the plan is to move leaving as little evidence they are there and moving until they get into more open water where such a thing would be a lot less notable due to the natural waves and movements of the water. It is also why Helios is keeping an eye on it because I do not expect the water elemental to per-sae understand that but if it does awesome then yeah I would use another sevice to allow us to move faster and leave no evidence of our passage -- aka perhaps something the elemental communicates to Helios while they are moving and he is speeding them up and slowing them down
Yes a Force 2 spirit does not understand that much, its Logic and Intuition would be at animal intelligence (compared with typical Critter ratings). So I have assumed Helios' instructions would have been something to the effect of, "move this large object slowly in this direction as quietly as possible until it reaches such-and-such a distance".
I will assume for the next part that the boat is moved at least up to line-of-sight, so that @runekyndig can post his dispelling of the illusion. Then you can decide how to command the elemental to sail the ocean, or do your breaking and entering into the cabin, etc.
The combat movement rate of spirits is listed in its stats, which is half the speed of PC movement. But it doesn't give normal movement rate. If you're intending to have the elemental 'push' the boat all the way to Japan I'll figure out a travel speed if it's relevant, ie. only if there's combat or a chase. I'm not intending to play out the weeks of traveling!!
Note I will do my best to research what each type of elemental likes based on whatever I can find on the internet and I base this mostly on american indian shamanism as one of the more standard gifts is tobacco either raw or the smoke from it but that does not apply to all spirits
Also yes I was planning on having an elemental (because it will obviously take more than one) to move us unless we have enough fuel to make the full trip and/or if the boat can travel faster but as safely as being moved by the elementals -- I think the biggest concerns will be fuel and/or safety.
But that was no more a concern of the two mages. They were now about to approach open waters, the elemental continuing to move the boat slowly and without turbulence in the same direction as it was earlier instructed to do so. It was up to Helios to direct the spirit if he wanted the spirit to change directions or navigate.
Both of them were on the deck of the ship. The cabin was situated in the middle, and the cockpit right inside the front of the cabin. The living area was of course inside. The main door to the cabin was locked. And from the outside, it was still certain that the boat had no other occupants.
Once they get to a point where any wake the elemental might cause would go pretty much unnoticed he has it pick up speed to whatever would be its cruising speed while moving this boat through the water. In the meantime he sits on the prow watching their progress and adjusting the course based on anything he sees out in front of them and kind of chatting with the elemental to get to know it a little better. He is always concerned about the spirits he summons and interested in how they feel much like he is with the animals he interacts with from time to time.
When she gets the door, she tries to force it. If it doesn't budge, she will try to get through a window instead. Last option is to shoot the lock.
Once she has gain entry to the cabin she continues to add lightning to any electronic. - With the boats fire extinguisher in hand.
Rolls
Force the door - (1d6)
(5) = 5
The first was navigation. Helios had settled himself on the prow of the boat. It was still night time, pitch dark at sea. His elven eyes had little difficulty adjusting to the starlight, but there were neither landmarks to navigate by nor was his commlink satellite enabled in order for him to use its GPS geo-location. The sea was relatively calm, as they were still reasonably near to surrounding landmass. His conversation with the water spirit, as far as 'conversations' go, helped him understand how the spirit functioned. It was familiar enough to be able to move in the direction Helios requested, and also clearly able to speed up and slow down when instructed. It was also able to convey a sense of the currents and ocean conditions, but not much more than that, given its power.
The second was breaking and entering. Missy found that the door into the cabin was locked. Without entering, they would have no access to shelter nor to the cockpit, the bunks, and whatever supplies if any were on board. She'd have to pick the security lock, or destroy it, or break the door or one of the glass windows.
Secondly, if you intend to break or blast something, the rules for Barriers are on p111. The door is 5 Structure, the windows are 4 Structure. And @runekyndig you're right, if it's a lightning blast, we'll see if it damages anything else. :P
I'll rule that your 'Force the Door' doesn't work, just a bit of GM intrusion because you have Impaired Strength.
She fires her Ares Predator and leaves a 2 cm large hole in the window. Hopefully, its enough for the window pain to collapse enough for her to open the door from the inside.
And yeah, neither of you can carry anything! Leave that heavy lifting to your conjured spirits! :D
Mapsofts are downloaded data featuring detailed
information about a single specific area
approximately 5,000 square kilometers. It includes
everything: streets, business/residential
listings, topographical, census, GPS, and environmental
data. An interactive interface allows
you to quickly determine the best routes
and directions, locate the nearest spot of your
choice, or create your own customized maps.
If a wireless link is maintained, the map automatically
self-updates with the latest data from
GridGuide. Of course, this feature also means
that the mapsoft can be used to track your location.
Mapsofts add a +1 dice pool bonus on
any test to find directions.
Rolls
pistol shot - (5d6)
(56225) = 20
Also do I need to make a check to see if I can hand the steering over to the water elemental and have it just follow the coastline in the general direction we are currently heading?
Rolls
Outdoors check - (6d6)
(135155) = 20
I'm don't think you can entirely hand over the steeting over to a Force 2 elemental. Force 2 means it roughly has animal intelligence (Logic 2), so I imagine it's like a horse drawing a cart, left to its own it can somewhat stick to a road, by will require direction, reining, etc. Hint: cast a more powerful elemental if you want a smarter one.
In the morning Missy would try on a wetsuit and give the spearfishing game a try.
Also would the Search power be sufficient to allow a spirit to locate a specific port of call?