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 Turn 03 Map and Set up Rolls 
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Lets see, VV said he fixed it so I can roll anything.


Map 1d112 = 47 (47) = Dark Reaches Stronghold

I have no clue what to use for a challenge roll on this map. Give me some time.

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Wed May 16, 2018 10:35 am
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Map for questions that are sure to come. As always planned placement will be far corners.
Starting locations will be
A30 For Player 1 (determined by alphabetical order)
U5 for Player 2 (determined by alphabetical order)

Attachment:
Turn 03 Map.JPG
Turn 03 Map.JPG [ 218.66 KiB | Viewed 105 times ]



The material of the thicker walls (Black areas) are toughness 20 (10) per square, but require area attacks to make a significant difference. Normal attacks count the toughness as 30 (20) per square.

The cave height in any given area is the same as the narrower of its width/length.

Crossing river is tough as it is so thick and will require one of the following using common sense to determine which is appropriate.
  • A Bridge = Agility roll but will not support anything size 6 or higher
  • Skill at Swimming = No roll, considered difficult terrain
  • Strength roll -4, considered difficult terrain, and an action
  • Driving roll -4 considered difficult terrain, and an action
  • Piloting roll -4 considered difficult terrain, and an action
  • The Doors are toughness 10.
The chasm is bottomless and falling removes you from the match as the looser. (Try hard not to get pushed down there.)






Somewhere hidden at the bottom of the waterfall is a valuable artifact the Legion needs. You must swim to the bottom, find the artifact and get yourself back up!

Powers and Gear may be used for this challenge, but vehicles & robots cannot!
    Swimming +0
    Notice -4
    Climbing +0
    (Unfortunately your wings getting soaked will prevent flight)

Success in all 3 rolls will yield a special Benny that can be carried over from one match to another until used.

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Wed May 16, 2018 10:57 am
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There will definitely be people cross and flying across that chasm. Kinda hard to tell the distance though...

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Orrin Truthseeker
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Wounds: 0/4; Fatigue: 0/3; PPE: 6/20; Staff PPE: 1/10; Armor PPE: 0/10

Parry: 4
Toughness: 15 (6)
Active Powers:
[size=82]Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 at start for 2018 1st quarter performance


Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

Update Signature


Last edited by Orrin Truthseeker on Thu May 17, 2018 2:51 am, edited 3 times in total.



Wed May 16, 2018 2:28 pm
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Orrin Truthseeker wrote:
There will definitely be people cross and flying across that chasm. Kinda hard to tell the distance though...


Once I add a grid it will be 2" wide. So possible with a running jump.

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Wed May 16, 2018 2:29 pm
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Do Intangible characters need to make an Agility roll to cross the bridge? Asking for a friend of mine (also, for me). Their relationship with gravity is kinda squidgy, depending on the book legal trappings (shadows shouldn't fall, gases might, and lord only knows about ghosts).

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GMC Bennies:
  • Xavier 2/2 (TI 1; PPE 10)
  • Synn 2/2
  • Lust 1/1 Burn: 2
  • Wrath 1/1 Burn: 2
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  • Pride: Dead
  • Avarice 1/1 Burn: 2
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  • Gluttony 1/1 Burn: 2





Wed May 16, 2018 3:30 pm
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Yes to jump rolls, but they could cross the bridges without risk of it breaking and not roll.

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Wed May 16, 2018 3:32 pm
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Repeating these in a reply because I think I added them below after you answered my previous question, so you may not have seen them:

What is the result of either falling into or being pushed into the chasm?

Any Light penalties? It appears to be underground?

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Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 6/20; Staff PPE: 1/10; Armor PPE: 0/10

Parry: 4
Toughness: 15 (6)
Active Powers:
[size=82]Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 at start for 2018 1st quarter performance


Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

Update Signature


Thu May 17, 2018 2:52 am
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Orrin Truthseeker wrote:
Repeating these in a reply because I think I added them below after you answered my previous question, so you may not have seen them:

What is the result of either falling into or being pushed into the chasm?

Any Light penalties? It appears to be underground?

Death, note the last sentence of the post

Quote:
The chasm is bottomless and falling removes you from the match as the looser. (Try hard not to get pushed down there.)


If you can fly (say you are one of those characters with wings, you can simply fly out. No lighting penalties.

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Shaping Worlds Together
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Thu May 17, 2018 7:29 am
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Current Brackets End of Turn 02: Highest roll versus Lowest Roll
Birdman Maxington (Arthur_Bishop) Wins 1 Loss 1 = 1d20 = 4 (4)
Megam Ind (Freemage) Wins 1 Loss 1 = 1d20 = 16 (16)

Lazy Robot Pilot (Hobo Joe) Wins 0 Loss 1 Buy 1 = 1d20 = 11 (11)
Pax Formaticum (Tribe of One) Wins 1 Loss 0 Buy 1 = 1d20 = 9 (9)

Sa'am (Orrin Truthseeker) Wins 2 Loss 0 = 1d20 = 7 (7)
Torian Pureheart (Pursuit) Wins 2 Loss 0 = 1d20 = 15 (15)


Buy:
Mabli (Bishop) Wins 1 Loss 1 = 1d20 = 13 (13)
    I moved Lazy Robot Pilot from Buy. I do not want 1 character getting multiple buys. This bumped Malbi into the Buy. This is how they/we used to do it when I fought tournaments and I think it makes sense.

Elimination Turn 02
Charr (Hans Greuber) Wins 0 Loss 2
Coldfusion (Sgt 86Delta) Wins 0 Loss 2

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Shaping Worlds Together
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Mon May 28, 2018 1:07 pm
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