Silver Bluff Combat round 1 tactics discussion
- Pender Lumkiss
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Silver Bluff Combat round 1 tactics discussion
Go ahead an discuss any combat tactics or questions about the scene here.
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- Maximilian
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Re: Silver Bluff Combat round 1 tactics discussion
Between my Ace and Combat Ace edges, and this being robot armor, will the unstable platform penalty still apply? I get that the water is flowing pretty swiftly, but I also want the best shot I can get. Robot armor doesn't normally apply unstable penalties.
Can I direct my railgun to hit the underside occupant of the bridge only, or will I be obliterating the bridge and/or other inhabitants along with it?
Is there enough of a group of vampires and no innocents where I can drop a small or medium template of missiles on these scumbags? Looks like they're grouped just past Markus and Lucretia and eager to eat missiles. I'd like to feed them if I can arrange it. Or did I look wrong and that's still the bridge? Checking...
Assuming I make my spirit roll (it's happening) I'm lighting off two weapons this round. Just weighing my options. Combat Ace will eliminate the multi action penalty for firing 2 weapons.
Unless someone thinks I should NOT fire a bunch of missiles into the town we just approached. Party poopers.
Can I direct my railgun to hit the underside occupant of the bridge only, or will I be obliterating the bridge and/or other inhabitants along with it?
Is there enough of a group of vampires and no innocents where I can drop a small or medium template of missiles on these scumbags? Looks like they're grouped just past Markus and Lucretia and eager to eat missiles. I'd like to feed them if I can arrange it. Or did I look wrong and that's still the bridge? Checking...
Assuming I make my spirit roll (it's happening) I'm lighting off two weapons this round. Just weighing my options. Combat Ace will eliminate the multi action penalty for firing 2 weapons.
Unless someone thinks I should NOT fire a bunch of missiles into the town we just approached. Party poopers.
Maximilian
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
If you are hitting the underside occupant, you would technically get the drop, so +4 to damage and hit with something like a rail gun. Don't forget the rules for innocent bystander which would be the bridge. I looked in the tomorrow legion and core rules it would seem unstable platform can apply to robots as far as I can tell. You are not getting the penalty from being in the armor rather the river is creating the unstable platform.Maximilian wrote:Between my Ace and Combat Ace edges, and this being robot armor, will the unstable platform penalty still apply? I get that the water is flowing pretty swiftly, but I also want the best shot I can get. Robot armor doesn't normally apply unstable penalties.
Can I direct my railgun to hit the underside occupant of the bridge only, or will I be obliterating the bridge and/or other inhabitants along with it?
Is there enough of a group of vampires and no innocents where I can drop a small or medium template of missiles on these scumbags? Looks like they're grouped just past Markus and Lucretia and eager to eat missiles. I'd like to feed them if I can arrange it. Or did I look wrong and that's still the bridge? Checking...
Assuming I make my spirit roll (it's happening) I'm lighting off two weapons this round. Just weighing my options. Combat Ace will eliminate the multi action penalty for firing 2 weapons.
Unless someone thinks I should NOT fire a bunch of missiles into the town we just approached. Party poopers.
Field Team Six Bennies
- Jude Maverick
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Re: Silver Bluff Combat round 1 tactics discussion
I rolled a grapple check to steal the baby (Fighting vs Parry). Is that right, or is it something else? (Opposed strength roll? Not so good...) And I assume against vampires the wooden cross isn't considered unarmed since a touch does 1d10 damage.
Character Tracker
Re: Silver Bluff Combat round 1 tactics discussion
Ok, so here's a question:
If by chance I happen to rescue a baby (Which my character will most certainly attempt to do). Can I activate the fire aura without roasting the baby? Would the aura protect it too as long as I was holding it? I mean in theory it seems to me the answer would be yes, because the aura doesn't burn up anything I'm wearing, holding etc at the time, but those are 'gear' and clothes vs a totally separate individual.
Just.. you know. Trying to avoid an accidental cooked baby.
If by chance I happen to rescue a baby (Which my character will most certainly attempt to do). Can I activate the fire aura without roasting the baby? Would the aura protect it too as long as I was holding it? I mean in theory it seems to me the answer would be yes, because the aura doesn't burn up anything I'm wearing, holding etc at the time, but those are 'gear' and clothes vs a totally separate individual.
Just.. you know. Trying to avoid an accidental cooked baby.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
I see a small burst template as having a 3" ( or 3 square) radius, looking at the map I think you would be hard pressed to get the vamps without hitting Lucretia, Villagers, or Markus' hover bike.Maximilian wrote:Between my Ace and Combat Ace edges, and this being robot armor, will the unstable platform penalty still apply? I get that the water is flowing pretty swiftly, but I also want the best shot I can get. Robot armor doesn't normally apply unstable penalties.
Can I direct my railgun to hit the underside occupant of the bridge only, or will I be obliterating the bridge and/or other inhabitants along with it?
Is there enough of a group of vampires and no innocents where I can drop a small or medium template of missiles on these scumbags? Looks like they're grouped just past Markus and Lucretia and eager to eat missiles. I'd like to feed them if I can arrange it. Or did I look wrong and that's still the bridge? Checking...
Assuming I make my spirit roll (it's happening) I'm lighting off two weapons this round. Just weighing my options. Combat Ace will eliminate the multi action penalty for firing 2 weapons.
Unless someone thinks I should NOT fire a bunch of missiles into the town we just approached. Party poopers.
Field Team Six Bennies
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
That sounds sweet! The baby is small enough that you can use your control of fire to do it. It would be like taking two actions, so to control the fire so it does not cook the baby it is a -2 to your psionics roll.Kesslan wrote:Ok, so here's a question:
If by chance I happen to rescue a baby (Which my character will most certainly attempt to do). Can I activate the fire aura without roasting the baby? Would the aura protect it too as long as I was holding it? I mean in theory it seems to me the answer would be yes, because the aura doesn't burn up anything I'm wearing, holding etc at the time, but those are 'gear' and clothes vs a totally separate individual.
Just.. you know. Trying to avoid an accidental cooked baby.
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Re: Silver Bluff Combat round 1 tactics discussion
Is the shadow dragon still a mass of shadows or did it solidify? It might be best for me to go on hold until it goes solid. I don't know how a mass of shadows will react to a railgun hit. Does that forfeit my Drop bonus?
Maximilian
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Re: Silver Bluff Combat round 1 tactics discussion
It is in a semi solid state, it does not have intangability active if that is what you are asking. So phisical attacks can technically affect it. I run drop, like if it has adreniline going, no drop( unless there is a good reason). But no adreniline you have a good shot at getting the drop. Right now the shadow dragon does not have any adreniline pumping. So the drop would apply until that changes.Maximilian wrote:Is the shadow dragon still a mass of shadows or did it solidify? It might be best for me to go on hold until it goes solid. I don't know how a mass of shadows will react to a railgun hit. Does that forfeit my Drop bonus?
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- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
Not exaclty a grapple, but more a disarm which still uses your fighting roll at a -2 for hitting a limb. Using the cross is a great idea. If with the -2 applied, your fighting roll is 4 abbove the vamps parry, you got a raise. So you need to roll damage 1d10 plus a 1d6 for the raise if it is applicable. I get to roll the vamps str if I roll less than damage the baby drops neatly into your arms.Jude Maverick wrote:I rolled a grapple check to steal the baby (Fighting vs Parry). Is that right, or is it something else? (Opposed strength roll? Not so good...) And I assume against vampires the wooden cross isn't considered unarmed since a touch does 1d10 damage.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
So an 11 to resist the Puppet before attacking Markus, hooray for exploding wild dice ('cause otherwise it was another 1... enhanced Spirit, you're failing me...)
I don't know what the target number is for it, though.
I don't know what the target number is for it, though.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
Target was 9, and you resist just before leaping to strike maximilian in the head. You would have 15 pts of pace left to get back into the action. A vamp is in range or you can even leap for soldad. You definately saw him.Lucretia wrote:So an 11 to resist the Puppet before attacking Markus, hooray for exploding wild dice ('cause otherwise it was another 1... enhanced Spirit, you're failing me...)
I don't know what the target number is for it, though.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
First off, DON'T FIRE THE MISSILES!!! They will have absolutely no effect whatsoever on the vampires (as a side note, Pender, a small burst template is 2" across, or rather has a radius of 1", medium is 4" diameter/2" radius, large is 6" diameter/3" radius).
Kesslan, you can use your fire to hurt the vampires because it's psychic fire. Magic and Psychic attacks will hurt them, but unless it's water, silver, wood, or sunlight, the vampires will heal from the damage. But it will slow them down for a few moments.
Kesslan, you can use your fire to hurt the vampires because it's psychic fire. Magic and Psychic attacks will hurt them, but unless it's water, silver, wood, or sunlight, the vampires will heal from the damage. But it will slow them down for a few moments.
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Re: Silver Bluff Combat round 1 tactics discussion
Bane, thanks for that clarification on the radius size I was looking at the back of the corr rules and just trying to estimate it. So yeah a small bursts template can hit a couple vampires
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- Maximilian
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Re: Silver Bluff Combat round 1 tactics discussion
Nobody ever wants me to fire off my missiles. But it's just as well. No sense in wasting an attack.
I'll drop my shooting rolls in a little bit. I'll be hitting the shadow dragon with the railgun and the laser. Both attacks at -2 due to unstable platform, multi action penalties waived due to combat Ace.
I'll drop my shooting rolls in a little bit. I'll be hitting the shadow dragon with the railgun and the laser. Both attacks at -2 due to unstable platform, multi action penalties waived due to combat Ace.
Maximilian
Re: Silver Bluff Combat round 1 tactics discussion
It's tough to estimate, but on the bottom of the second page it also tells you the sizes.Pender Lumkiss wrote:Bane, thanks for that clarification on the radius size I was looking at the back of the corr rules and just trying to estimate it. So yeah a small bursts template can hit a couple vampires
I am currently trying to convince the remaining vampires to attack the "vampire hunter" that is standing and moving where Soledad is...
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Re: Silver Bluff Combat round 1 tactics discussion
Pender, if the railgun damage roll successfully smokes the dragon, can I reach a vampire for a grab and dunk? If the dragon isn't down yet, I'll hit him with my laser for my second attack.
Maximilian
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Re: Silver Bluff Combat round 1 tactics discussion
Here's what I used as a guideline for estimating the cone template for the Pummel effect; it also includes the specs on all the bursts:
https://s3-us-west-2.amazonaws.com/peg- ... ations.pdf
https://s3-us-west-2.amazonaws.com/peg- ... ations.pdf
Libertas Magicorum
OOC Comments
Re: Silver Bluff Combat round 1 tactics discussion
Oh, definitely going after Soldad. So long as he is mucking about Puppeting people, we may be more danger to these folks than help.
Er, do Master Vampires have MDC armor? More importantly, how would I know if Lucretia knows that?
Er, do Master Vampires have MDC armor? More importantly, how would I know if Lucretia knows that?
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Re: Silver Bluff Combat round 1 tactics discussion
Go have a nap.Maximilian wrote:Nobody ever wants me to fire off my missiles. But it's just as well. No sense in wasting an attack.
I'll drop my shooting rolls in a little bit. I'll be hitting the shadow dragon with the railgun and the laser. Both attacks at -2 due to unstable platform, multi action penalties waived due to combat Ace.
THEN FIRE ZE MISSILES!
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
Ok, but Firery Aura doesn't require my character to make a Psionics roll normally, nor does Fire Mastery:Pender Lumkiss wrote:That sounds sweet! The baby is small enough that you can use your control of fire to do it. It would be like taking two actions, so to control the fire so it does not cook the baby it is a -2 to your psionics roll.
Firey Aura: At will, as an action (no roll required), a Burster can surround himself with a sheath of flame and heat, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Burster (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Fiery Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Fiery Aura goes away whenever the Burster is Incapacitated or is otherwise unconscious.
Fire Mastery: Over a Large Burst Template centered anywhere within 12", the Burster can create, control, and eliminate fire. He can create minor fire and heat effects (or douse flames) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
I'll include a roll JIC with my post but the above may be of some particular importance in not cooking baby
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
Not cooking babies is a good thing. :P
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Re: Silver Bluff Combat round 1 tactics discussion
I'm not sure I'd trust 'em raw, though.
Re: Silver Bluff Combat round 1 tactics discussion
Addendum: Not eating babies (raw or cooked) is a good thing! :lol:
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
Kesslan, right at then of fire mastery it says for any trait rolls use psionics. You are doing two actions. In this case you are using two IF abilities I interpret that a trait roll will be needed due to the level of finesse and that you are doing more than environmental effects.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
Not sure if I fully understand but ok. Also posted, so please let me know if I need to adjust anything. I'm not sure I did my rolls right or not.Pender Lumkiss wrote:Kesslan, right at then of fire mastery it says for any trait rolls use psionics. You are doing two actions. In this case you are using two IF abilities I interpret that a trait roll will be needed due to the level of finesse and that you are doing more than environmental effects.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
Kesslan:
Yep as you caught on, the wild die is a d6 unless you have something special to increase it, also, yes it can Ace, and yes you can Ace on an Ace - theoretically any roll can be succeeded on no matter how difficult.
In terms of success or failure, with the exception of fighting, the result needed to succeed is always a 4. As such your attempt to grab the baby is a failure (5-2 =3)
However, you do have the option of spending a Bennie for one of two effects. You can either use Extra Effort to add a d6 (which can also Ace), or you can reroll the test completely (trait and wild die). You can only do one of those, though.
In this case I think Extra Effort is the better option (adds on average ~4, with a minimum of 1), and seeing our Bennies will reset to 3 at the end of the month, there's not a whole lot of reason to be shy with them.
In fact, saving a baby is something I could definitely get behind spending a Team Bennie on (we have two from Greatmoonzini); I presume they go away with the quarterly reset as well.
Yep as you caught on, the wild die is a d6 unless you have something special to increase it, also, yes it can Ace, and yes you can Ace on an Ace - theoretically any roll can be succeeded on no matter how difficult.
In terms of success or failure, with the exception of fighting, the result needed to succeed is always a 4. As such your attempt to grab the baby is a failure (5-2 =3)
However, you do have the option of spending a Bennie for one of two effects. You can either use Extra Effort to add a d6 (which can also Ace), or you can reroll the test completely (trait and wild die). You can only do one of those, though.
In this case I think Extra Effort is the better option (adds on average ~4, with a minimum of 1), and seeing our Bennies will reset to 3 at the end of the month, there's not a whole lot of reason to be shy with them.
In fact, saving a baby is something I could definitely get behind spending a Team Bennie on (we have two from Greatmoonzini); I presume they go away with the quarterly reset as well.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Re: Silver Bluff Combat round 1 tactics discussion
I completely forgot about the extra effort rule. Lot of new rules to try and remember! Right so add the extra effort, which also happens give me +2 because of ElanLucretia wrote:In this case I think Extra Effort is the better option (adds on average ~4, with a minimum of 1), and seeing our Bennies will reset to 3 at the end of the month, there's not a whole lot of reason to be shy with them.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
- Libertas Magicum
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Re: Silver Bluff Combat round 1 tactics discussion
I'd like to second the suggestion that a team bennie be used to pay for Kesslan to save a baby, rather than his personal stock.
Libertas Magicorum
OOC Comments
Re: Silver Bluff Combat round 1 tactics discussion
Ok, got all that. So.. if things work out for me this round, next round should be... interesting.
Also don't worry about using a team benny. I have like.. what? 9 bennies now? Save the team bennies for something else important, like saving the other baby.
Also don't worry about using a team benny. I have like.. what? 9 bennies now? Save the team bennies for something else important, like saving the other baby.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
Hey Kesslan, just noticed your post says you went after the dangling vampire/baby combo. I think Maverick already snatched that one, so we need you to go for the one still on the bridge. I don't think it matters for your rolls, just the description.
Re: Silver Bluff Combat round 1 tactics discussion
Hah, yeah, I wasn't looking at your Bennie count when I said that... 9, wow.Kesslan wrote:Also don't worry about using a team benny. I have like.. what? 9 bennies now? Save the team bennies for something else important, like saving the other baby.
The important thing for us to remember is that we all have bennies to spend in the next two weeks... though I for one think that having 1 or 2 left over is better than risking not having one when we need it. Actually now that I think about it it's not a bad idea to keep the team bennies for emergencies and use our own first - it's unlikely we will all have such emergencies.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
- Maximilian
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Re: Silver Bluff Combat round 1 tactics discussion
I don't know if it's fair to ask for help, but y'all, I just nailed that shadow dragon with 32 points of mega-damage, and it seems like it might have just shaken it off. I'm going to hit it with the laser, but if anyone can figure out whether I'm fighting an illusion (which I suspect) or if I just don't have the correct firepower to put a hurt on it, it might help.
Or should I just suck it up and keep blasting away like a good dog?
Edit: shanked my laser damage roll. If laser does more damage to a shadow dragon (if it's not an illusion) I can benny to reroll that terrible damage roll.
Or should I just suck it up and keep blasting away like a good dog?
Edit: shanked my laser damage roll. If laser does more damage to a shadow dragon (if it's not an illusion) I can benny to reroll that terrible damage roll.
Maximilian
Re: Silver Bluff Combat round 1 tactics discussion
Ok I missed that, but it's the only one currently in range for me to reach without taking a run/leap action and even then I might not (dice depending).Cantrell wrote:Hey Kesslan, just noticed your post says you went after the dangling vampire/baby combo. I think Maverick already snatched that one, so we need you to go for the one still on the bridge. I don't think it matters for your rolls, just the description.
Either way I'll have to completely change my actions/rolls as a result.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
Ok, so looking at the map, it looks like I'd have to move 10 squares to reach the other vampire. So, if I understand that right it would have to be Running: -2 to all actions + attempt to grab if I travel far enough. And then if I take any other action it goes to -4. And then our GM is ruling that activating the aura and covering the infant is another -2, and an attempt to grab the kid in the first place would already take me to -6 so that's just not going to happen.
However, with a touch action I can give the infant armour, and if I manage to pull off a raise, it becomes a damaging fire aura. So then that would be running + touch attack at -4 to all actions trying to beat a parry of 7 vs a skill of d8,
Does that -4 apply to the potential distance covered as well then? And what the heck do I roll for running? Or is the running roll simply the d6 extra distance?
And then taking all of _that_ into account, it seems my best action right now would be to try and run, and say.. toss a fire bolt at a vampire since that might maybe land vs immediately trying to grab/protect the infant given the penalties involved.
However, with a touch action I can give the infant armour, and if I manage to pull off a raise, it becomes a damaging fire aura. So then that would be running + touch attack at -4 to all actions trying to beat a parry of 7 vs a skill of d8,
Does that -4 apply to the potential distance covered as well then? And what the heck do I roll for running? Or is the running roll simply the d6 extra distance?
And then taking all of _that_ into account, it seems my best action right now would be to try and run, and say.. toss a fire bolt at a vampire since that might maybe land vs immediately trying to grab/protect the infant given the penalties involved.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
Or.. instead of throwing a fireball I can use PSI to try and create a zone that penalizes the vampires at -2 but would have to be careful to place it where it wouldn't catch team mates or the infant. But then it looks like there's other villagers present so that's out.
Gah, got such a head ache and then I"m trying to figure this stuff out >.<
Ok so then... I guess Running towards baby #2, toss a fire bolt at the vamp eyeing me. Ooooorrr... maybe an intimidation attack on the vampire holding the baby. Except I'm not sure why he would be right now since I'm not on fire or something and would thus technically otherwise be unable to harm him and he'd know it, so I can't see justifying it....
OK so run + Fireball it is
Gah, got such a head ache and then I"m trying to figure this stuff out >.<
Ok so then... I guess Running towards baby #2, toss a fire bolt at the vamp eyeing me. Ooooorrr... maybe an intimidation attack on the vampire holding the baby. Except I'm not sure why he would be right now since I'm not on fire or something and would thus technically otherwise be unable to harm him and he'd know it, so I can't see justifying it....
OK so run + Fireball it is
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
Do your fireballs automatically do Mega-Damage? Because in order to damage him with psychic or magic powers, it has to be MD.
OOC Comments
Re: Silver Bluff Combat round 1 tactics discussion
Yes, Fire Bolt is MDC, my personal Fiery Aura is MDC if I spend 3 ISP when I activate it. The armour power however is not MDC.
Oh, also forgot, good or bad the fire damage comes with a fire chance of 1d10 with a 10 being hot enough to set metal on fire
Oh, also forgot, good or bad the fire damage comes with a fire chance of 1d10 with a 10 being hot enough to set metal on fire
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
Kesslan you aced on one of the 6s for damage I beleive.
Yeha sorry some times it is hard too see where the enemies are if you go after them.
Yeha sorry some times it is hard too see where the enemies are if you go after them.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
Wait, damage dice ace too?
*Checks book*
Oh, so they do. How about that.
*Checks book*
Oh, so they do. How about that.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
As far as I know everything aces except for the run die.Kesslan wrote:Wait, damage dice ace too?
*Checks book*
Oh, so they do. How about that.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
Good to know!
I'll get the hang of this yet.
I'll get the hang of this yet.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
Hey there Kesslan. A roll of a 1 on a throwing or shooting die will hit an innocent bystander, namley the baby the vamp is holding. If you want to spend a benny you are better off rerolling the entire roll, than spending the extra effort. If this was a gaming table I would have mentioned that rule to you before you spent the benny to extra effort so you can adjust in this case.
It does not matter what the wild die ends up in this case, or the total roll. It just matters that a 1 was rolled on the throwing or shooting skill roll.
It does not matter what the wild die ends up in this case, or the total roll. It just matters that a 1 was rolled on the throwing or shooting skill roll.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
I thought Innocent Bystander rules only happened on a miss, so if the wild die hits (or enough modifiers make a rolled 1 a success) it's ok?Pender Lumkiss wrote:It does not matter what the wild die ends up in this case, or the total roll. It just matters that a 1 was rolled on the throwing or shooting skill roll.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
- Libertas Magicum
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Re: Silver Bluff Combat round 1 tactics discussion
Page 73 of SWD, for reference.Innocent Bystanders
When an attacker misses a Shooting or Throwing roll, it
may sometimes be important to see if any other targets in the
line of fre were hit. The GM should only use this rule when
it’s dramatically appropriate—not for every missed shot in a
hail of gunfre.
Each miss that comes up a 1 on the Shooting die indicates
a random adjacent character was hit. If the attacker was fring
on full-auto or with a shotgun, a roll of 1 or 2 hits the bystander.
Roll damage normally.
Libertas Magicorum
OOC Comments
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
Yup sorry about that you are right Lucretia. Good catch. The Wild die can replace the shooting roll.Lucretia wrote:I thought Innocent Bystander rules only happened on a miss, so if the wild die hits (or enough modifiers make a rolled 1 a success) it's ok?Pender Lumkiss wrote:It does not matter what the wild die ends up in this case, or the total roll. It just matters that a 1 was rolled on the throwing or shooting skill roll.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
To clarify: The firebolt was thrown at the vampire that was eying Kess and had that dog teeth necklace. He was running towards the one carrying the baby but didn't want to risk throwing a fireball at him as it might hit the baby.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
Ahh gotcha. Ok thank you. Well you knock that one down then.Kesslan wrote:To clarify: The firebolt was thrown at the vampire that was eying Kess and had that dog teeth necklace. He was running towards the one carrying the baby but didn't want to risk throwing a fireball at him as it might hit the baby.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
Quick mechanics double check:
Lucretia hit for 17 damage, AP 2.
Soldad has 8 toughness. Wouldn't that be 2 raises (8->12->16) for 2 wounds?
Or does he have 4+ "natural armor" that reduced the damage below 16?
Or maybe I'm not quite understanding how damage works - this is literally my first SW fight, so that is absolutely possible.
Lucretia hit for 17 damage, AP 2.
Soldad has 8 toughness. Wouldn't that be 2 raises (8->12->16) for 2 wounds?
Or does he have 4+ "natural armor" that reduced the damage below 16?
Or maybe I'm not quite understanding how damage works - this is literally my first SW fight, so that is absolutely possible.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
- Pender Lumkiss
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Re: Silver Bluff Combat round 1 tactics discussion
Hey Lucretia, I believe the general convention for toughness is total with armor is parenthesess. So 18(8) means 8 armor 10 toughness. Ap never decreases toughness. So you scored 7 points above his toughness( his armor does not cover the head). I take 7/4 and round down= 1 that gives me a shake and a wound if you soak the wound a success of 4 on vigor roll you are also not shaken.
This is a great combat to get all our questions answered. I do appreciate you guys pointing stuff out.
This is a great combat to get all our questions answered. I do appreciate you guys pointing stuff out.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
Ah oops! I knew that, really I did. :oops:
For some reason I find the "Total(Armor)" setup counter-intuitive. I keep thinking "Total(Toughness)".
I know I've checked and double-checked my own for just that reason, but I'd better do an upteenth-million check just to make sure...
EDIT: yep, 15(6) is correct. Good.
For some reason I find the "Total(Armor)" setup counter-intuitive. I keep thinking "Total(Toughness)".
I know I've checked and double-checked my own for just that reason, but I'd better do an upteenth-million check just to make sure...
EDIT: yep, 15(6) is correct. Good.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
Re: Silver Bluff Combat round 1 tactics discussion
Shouldn't you have AP 6, or do you have 2 Psi-Swords?
Edit: Damn autocorrect on my tablet...
Edit: Damn autocorrect on my tablet...
Last edited by Bane on Fri Mar 17, 2017 11:48 pm, edited 1 time in total.
OOC Comments
Re: Silver Bluff Combat round 1 tactics discussion
sword and shield, which has the same effect on the sword's AP. Still, the called shot negated the armor so the AP value didn't matter.
when not quite sure what to expect in combat, +3 parry/+4 armor vs ranged seemed like a good idea.
I may have gone overboard on defense with Lucretia, but hopefully having Counterattack will help offset that.
when not quite sure what to expect in combat, +3 parry/+4 armor vs ranged seemed like a good idea.
I may have gone overboard on defense with Lucretia, but hopefully having Counterattack will help offset that.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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Re: Silver Bluff Combat round 1 tactics discussion
So.. I've been debating this one for a bit. If Kess can get the baby away from the vampire, or even just touch it, he can give it an armour of 2 with his psi power. However if it's put on with a raise, it does fire damage. Which is totally fine for him, but somewhat problematic if he wants to hand it to someone else or put it somewhere safe so he can go back to smashing vampires.
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Re: Silver Bluff Combat round 1 tactics discussion
Dilemmas Dilemmas, we'll just have to see how this round ends and the next one starts.Kesslan wrote:So.. I've been debating this one for a bit. If Kess can get the baby away from the vampire, or even just touch it, he can give it an armour of 2 with his psi power. However if it's put on with a raise, it does fire damage. Which is totally fine for him, but somewhat problematic if he wants to hand it to someone else or put it somewhere safe so he can go back to smashing vampires.
Field Team Six Bennies
Re: Silver Bluff Combat round 1 tactics discussion
"Don't worry, oh parents, it only looks like I set your child on fire."
15 years later...
"I guess my love of fire started as a baby...."
- from the confession of a teenage arsonist
------
I would think you could end the power early, if you need to hand the baby off.
15 years later...
"I guess my love of fire started as a baby...."
- from the confession of a teenage arsonist
------
I would think you could end the power early, if you need to hand the baby off.
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
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9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
Re: Silver Bluff Combat round 1 tactics discussion
I think, in the end he'd do it. He's stupid enough to not think of the potential consequences in the heat of the moment..
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
You can always drop it when you need to hand the baby off...
OOC Comments
Re: Silver Bluff Combat round 1 tactics discussion
Drop...
Drop the BABY!?
You MONSTER!
I'd much rather play hot potato with it!
Drop the BABY!?
You MONSTER!
I'd much rather play hot potato with it!
I bring the fire
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Bennies: 6
Attributes: Agility: d6, Smarts: d6, Spirit: d6, Strength: d8, Vigor: d6. Pace: 6; Parry: 5; Toughness: 16(11); Strain: 0
ISP: 20/20
Theme Songs: I See Fire, Danger! High Voltage, Disco Inferno, Firestarter, Mad at Gravity - Burn
Re: Silver Bluff Combat round 1 tactics discussion
OOC Comments
Re: Silver Bluff Combat round 1 tactics discussion
The whole thing makes me think of Willow...
"I stole the baby!!!! Haha, stupid Daikini!"
"I stole the baby!!!! Haha, stupid Daikini!"
Lucretia Altara Cyber-Knight (appears human) Alt of Ember
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
9/10 ISP
Active effects:
Armor powered (1 hour), psi-sword, psi-shield, cyber-armor active (indefinite)
Sunlight pendant (30 minutes)
Bennies: 4/3
Parry: 10, -2 to be hit by technological weapons [13 with psi-shield]
Toughness: 15(6), +2 Toughness vs Supernatural evil [19(10) vs ranged with psi-shield]
Pace: 8, run d10
Weapon in hand: Martial Arts (1d6+1d4+2, never unarmed) or Psi-blade (1d6+3d10, AP 8 [4 if split])
Charisma: +2(mods: +2 if respect CK, -4 if recognized as Altara)
Other: Blind-ish: Notice auto fails for color, text, and flat images
Click here to edit your signature
- Jude Maverick
- Diamond Patron
- Posts: 668
- Joined: Tue Feb 28, 2017 6:17 am
- Location: Chicago suburbs
Re: Silver Bluff Combat round 1 tactics discussion
Oops. I need to update Jude then LOL I think I did his as Total Toughness (toughness without armor).Pender Lumkiss wrote:Hey Lucretia, I believe the general convention for toughness is total with armor is parenthesess. So 18(8) means 8 armor 10 toughness. Ap never decreases toughness. So you scored 7 points above his toughness( his armor does not cover the head). I take 7/4 and round down= 1 that gives me a shake and a wound if you soak the wound a success of 4 on vigor roll you are also not shaken.
This is a great combat to get all our questions answered. I do appreciate you guys pointing stuff out.
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- Jude Maverick
- Diamond Patron
- Posts: 668
- Joined: Tue Feb 28, 2017 6:17 am
- Location: Chicago suburbs
Re: Silver Bluff Combat round 1 tactics discussion
And I thought I had rolled that 1d10+1d6 damage on Saturday night, but may have been half asleep. Did you get it? Otherwise here again...
[dice]0[/dice]
[dice]1[/dice]
Aced!
[dice]2[/dice]
[dice]0[/dice]
[dice]1[/dice]
Aced!
[dice]2[/dice]
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