DM ShadowBloodmoon |
Which is why I added him... but you'll figure that out soon enough. It looks like you guys all have your gear picks up and ready, so we're good to go, yes?
Johnny "Razor" Macomb |
Not sure where the d100 comes from. Normally it costs an action dice to trigger a critical hit. The result on a special character is that the damage done is removed from wound points and not vitality. A threat is a game mechanic when the roll result exceeds 70. This usually comes about only on massive bonus and a the use of action dice and a very high bonus. An example of an attack would be a naturally 20 + 9 attack normally + 12 from conditional modifiers + 30+ from adding several action dice to the total. Again very confused where the d100 came from.
Timothy K Smith |
the d100 comes from the "Table of ouch" on page 332. Man this is mad confusing or so I thought. I saw the table and it looks like d100 table to me.
So it would be 28+30 for the first action die and then 30 for the second which would be 88. Which would still be a triumph. So, the d100 roll was unnecessary but the result is the same.
Timothy K Smith |
I activated a critical hit, which is on the table of ouch.
To activate a threat as a critical hit, the character must spend
1 or more action dice. A critical hit overrides a threat, negating
the threat’s effects and replacing them with the effects of a critical
hit. Also, most of the time, a critical hit has the following effects
on the damaged character or item.
the attacking
character may spend 2 action dice to inflict a critical injury,
as shown on Table 5.5: The Table of Ouch (see page 332).
The character may not invoke both of these effect.
I chose to inflict a critical injury. So are you saying it is 4 +12 or 4+24. Or does it add 30 to my attack check? which would 28+30+30...
An amazing shot deserves an amazing outcome.
DM ShadowBloodmoon |
I'm going to make a final ruling on this when I get back to town (and my book) but remember also that activating a critical costs one less due to the campaign traits we have in play. If I get a chance later today,I'll see what it says on the SRD.
Johnny "Razor" Macomb |
I see the confusion point I didn't know we had 2 action dice to spend. We normally would have 3 (d4) action dice that would explode on a 4. However the campaign trait bleak limits this by 2 and also make them nonexploding. I may have missed something that control said giving out a second action dice. However there is the other campaign trait which lowers the action dice required to activate a critical hit. So in our campaign critical hits aremail automatic against the standard NPCS but may require an action dice if they have certain qualities. Either way nice shot I hope it works out mechanically to be awesome as your description.
Johnny "Razor" Macomb |
I activated a critical hit, which is on the table of ouch.
To activate a threat as a critical hit, the character must spend
1 or more action dice. A critical hit overrides a threat, negating
the threat’s effects and replacing them with the effects of a critical
hit. Also, most of the time, a critical hit has the following effects
on the damaged character or item.
the attacking
character may spend 2 action dice to inflict a critical injury,
as shown on Table 5.5: The Table of Ouch (see page 332).
The character may not invoke both of these effect.
I think the table of ouch comes into play when you meet the part you didn't post "Instead, if the damage exceeds the target’s Constitution score" So if the general has a constitution score less than the damage of your shot (4) you can invoke a critical injury. This would use the infamous Table of Ouch. I think you saw scores going up to 70 and assumed 1d100 for the roll it is actually 1d20+damage suffered. A triumph is when any check or attack roll exceeds 75. I don't think they are possible in our campaign since we don't have exploding action dice. The highest I can get is 20+9+4+4+Combat Modifiers=37 plus flanking or aim and brace bonuses far shy of the 75. That is using my special where if I use an action dice I get to roll two on an attack.
All that being said I think the fact you got a critical hit and took 4 of his wound points is awesome. This has several game effects. First the general takes a -5 to his initiative. Second the general is now fatigued as he has lost wound points. Fatigued = A fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2.
Awaiting Bloodmoon's ruling but I would like to stay with in the rule system as much as possible.
Elise Carter |
I thought I understood this, but on reading and re-reading the rules I've got myself confused.
What I thought happens:
A threat is scored, roll damage.
a) If damage is less than targets CON all you can do is spend 1AD (0AD due to Gritty) to hit Wounds instead of Vitality.
b) If damage is more than targets CON you can spend instead spend 2AD (1AD due to Gritty) to compare damage caused on the table of Ouch.
I can't access the Crafty Website from here, so I can't look up if clarification ever came up on there, it doesn't seem to tell you what to compare against the table of Ouch, is it the Attack roll or the damage roll? the 50+ damage in one attack is a d20+damage suffered, but the it doesn't say the same for critical hits?
- - - - -
Regardless, only causing 4 damage means the 2nd option is unavailable as far as I'm aware all you can do is apply straight to wounds. Also remember your Colt has Takedown, so he's got a DC14 Fortitude save or be knocked prone
Johnny "Razor" Macomb |
it doesn't seem to tell you what to compare against the table of Ouch, is it the Attack roll or the damage roll? the 50+ damage in one attack is a d20+damage suffered, but the it doesn't say the same for critical hits?
Right it doesn't say it outright which is frustrating. However every other time it mentions the table of ouch it says roll a 1d20 and add the damage caused. To me this seems to limit the critical injury quite a bit unless you caused some massive damage from a shot which is possible with guns doing 3d6 or more damage. But seems like most likely you end up just causing bleeding status. I think your reading is spot on when the text is actually there. The real question is why would you spend action dice to keep someone alive instead of killing them. If your damage exceeded the Constitution score most likely you exceeded their wound points as well. So it would seem most efficient to just apply the damage to wound points and move on. I did some searching on the net. Everything I found confirms the d20 + damage to look up the table of ouch.
DM ShadowBloodmoon |
Thus the frustration of playing Crafty Games and the everlasting anticipation of SpyCraft 3... Nonetheless, on reading the rules both in my book and on the SRD, I concluded the following:
There is a flow chart to this somewhere, but essentially, as cool as Smith's description is, he couldn't outright kill the general with that shot.
The general is indeed a special character. Smith did 4 points of damage that was not reduced by armor. Smith rolled a threat which gives you an option based on certain circumstances. A spent Action die on a special character with Vitality points remaining, as the general does, causes those 4 points to go to his Wound Points instead. If he had caused more than 10 points in one shot, then he could have spent 1 die to make it a critical injury (only 1 rather than two because of the Gritty Campaign Trait). Now, that being said, I did offhand tell Smith to roll it presuming he was correct in his interpretation as I was at work and unable to double check the rules. So, final ruling, the shot does 4 Wound Points to the general.
The table of ouch is indeed a roll of 1d20+ damage caused, as Macomb mentioned. I'm starting to feel like the designers took notes from those at Armadillo, ala StarFleet Battles... Reference this rule on this page, but then this rule changes that one in this circumstance... I can see why SpyCraft didn't go as far as I would have liked...
Also, on that note, Smith would suffer 1 point of subdual damage, as would Macomb due to the Bruising rule (pg. 332).
Finally, with all that in mind, Smith is at 11 on the initiative, meaning Elise, Majors, the General and some Spetsnaz go before him. Not trying to take away Smith's thunder, that was an awesome description tying into your past and I'm going to award an action die to you for it, but let's see how the rest of the round plays out...
RocksAhead |
Also, on that note, Smith would suffer 1 point of subdual damage, as would Macomb due to the Bruising rule (pg. 332).
Bruising rule page 332 "Whenever DR reduces the damage from any one source of injury to 0 or less, the character suffers 1 point of subdual damage"
I was under the impression that while my DR reduced the damage I still lost VP points. Or were there two shots with one getting through the DR and lowering VP and the other completely negated by DR?DM ShadowBloodmoon |
You're right Macomb, just Smith has the 1 subdual. You had taken actual damage, so no subdual.
DM ShadowBloodmoon |
Just so everyone is aware, I am leaving this evening for the holiday weekend, so posting will be more spotty than usual ;-) I will return Monday.
Johnny "Razor" Macomb |
Sorry for ghosting on ya. Work has been seriously kicking my butt for the past two months as I got tasked with the nightmare job I told management we shouldn't take. When my wife asked if I could see the light at the end of tunnel last week I said "yeah it's a freight train". I should be able to get back into posting regularly.
DM ShadowBloodmoon |
ah. got it... thanks for letting us know. Spirits know I'm not always around here as much as I'd like...
DM ShadowBloodmoon |
It is not on... you can certainly attempt something with the vehicle. Just let me know your plan and we'll figure out what skill to use and see what happens...
DM ShadowBloodmoon |
Okay, so let's use Drive/ Maneuver Close, Minor Stunt Top Speed, Light Encumbrance, so that should make it DC 25 for you to do it...
Timothy K Smith |
Here are my thoughts at this point. Considering the info surrounding Majors, I feel he is Mossad and the people he is with are also Mossad. Considering this is 1979/80, Mossad had a lot of native eastern European speakers and they liked to play games between the US and USSR. And to be fair, I have felt that about him for a while now.
I am 50/50 on whether I should have Smith put 3 in Majors leg and then kill all of them, drag Majors back with a stump and interrogate him. What do you guys think?
DM ShadowBloodmoon |
I would love to, but my plate is full running three games and playing in two. Thanks for the offer though!
DM ShadowBloodmoon |
Alright guys, moving this to discussion for the next mission. So you have three objectives. Get the girls to safety, find the Soviet General, investigate the research site. I'm presuming getting the girls to safety is your first priority, but which of the other two is next?
-Posted with Wayfinder
Johnny "Razor" Macomb |
I think that would be to locate the Soviet General as it is likely he knows something and is a player in this game of secrets. The research site is something that I believe is already picked over pretty good but we might be able to find something that was missed.
Timothy K Smith |
I agree. Get the girls out of Pakistan and then find the General. I think it has been at least two months since we were at the research site so it probably has been picked over clean. We need to get the girls passports and then take them somewhere safe.
Smith has contacts in Africa and probably Paris( which during the cold war was where you would go to set up a mercenary expedition in Africa.
DM ShadowBloodmoon |
Got it. I'll put together a mission profile hopefully by tomorrow, but other than that, you guys can start thinking about gear picks. Since this is your own mission, the Company won't be giving you a gear package.
-Posted with Wayfinder
DM ShadowBloodmoon |
Alright Agents, when you are ready, the mission is ready for Gear Picks and your first objective: Securing Passports and Transportation for the girls.
Johnny "Razor" Macomb |
I think that securing passports and transportation for the girls might need a bit more of the talkie skills than we have in our group maybe we can look at grabbing something through a gear pick. I am for stashing some of our items away to make us less conspicuous.
DM ShadowBloodmoon |
Remember two things: a) You have Natalie Burns (talkie person) as a contact, and b) any items you keep from mission to mission count against your picks for the next one. It's an odd rule, but it somewhat makes sense. Other than your Personal Gear that you always have, no matter what.
Three things, c)You can use some of your picks to get certain documents or people to take care of things behind the scenes...
Timothy K Smith |
This is analog, to forge a passport back then would have taken a passport photo and we could steal the passports of some ladies at the airport. Steam off the laminate and then replace the photos and then re laminate it with a hair dryer. But I am not sure if any of us has that kind of pickpocketing skills.
DM ShadowBloodmoon |
Oh! I thought I mentioned that. It's only a Caliber I because this isn't Company sponsored...
-Posted with Wayfinder
Johnny "Razor" Macomb |
I can use my Resource pick to do a Work Group as below.
Work Group: This resource secures a full-service work group with
a skill bonus equal to its Power Rating × 5: Science (Engineering)
for a construction crew, Falsify for a counterfeiter ring, Analysis for
a lab, Electronics or Mechanics for a repair shop, Investigation for
a think tank, Science (Fabrication) for a workshop. Requesting this
resource takes double the standard amount of time and requires
the characters to turn in 1 item, topic, or set of specifications midway through. After this period expires, the work group provides
the result of 1 successful skill check with which it’s considered to
have taken 20. This resource must be requested multiple times to
complete a Complex Task.
So I can get a Falsify ring with PR 2 and a bonus of +10 so result of 30. Just need to decide on my vehicle Caliber 2 pick.
Thinking Police Cruiser. Thoughts GM?
DM ShadowBloodmoon |
The Work Group can get the job done and by rights, the passports would pass cursory examination. Once you have those, it's just a manner of getting the money together to fly them to wherever you want them to go. As for getting the police cruiser, Mac's Wheelman abilities imply contacts within the vehicle fields, I'm sure one could pop up...
Timothy K Smith |
When you say police cruiser, do you mean for when we are in Paris or do you mean in Afghanistan? For Paris, it would be too conspicuous to meet Smith´s merc buddies. I don´t think Denard or Schramme or even Hoare would be too thrilled about seeing us pop up in a police car.
DM ShadowBloodmoon |
Looking good so far, just don't see Mac's vehicle or Smith's updated mission picks on your pages, otherwise I think we're ready to go.