
Saffron "Aegis" Sinclair |

One is pretty but I've been looking for golden skins one, the closest I've found thats not nearly naked are like This

mdt |
1 person marked this as a favorite. |

@Hotaru - Look for 'Effect Attack' in the tutorial.
Violet would roll 3d6 with her ECV vs your ECV.
If she hit, she rolls her mental illusion dice, or mind control, or telepathy, and requires your EGO plus some amount, depending on what she's trying to do. If she just wants to make you think of pink elephants, she can just say "don't think of pink elephants" and not even attack. :) If she wants you to think of nothing else but, or see one, she needs anywhere from EGO + Mental Defense to EGO+MD+40, depending on how out of it she wants you.

mdt |

Hotaru Hoshiko |

So, looking at the math, 11+8-5=14. She has to roll 3d6 and get less than a 14 (pretty high chance).
Then she rolls, (assuming mind control), 10d6 and has to surpass 15. Almost impossible to fail.
What this means is that Hotaru will almost always think about the pink elephant if Violet wants her to. Scary stuff.
Luckily, to make Hotaru think of nothing but the pink elephant, she needs to roll 45. Which is nearly impossible for her 10d6.
Does she get to decide -after- she rolls how many pink elephants she barrages Hotaru with?

mdt |
1 person marked this as a favorite. |

No, she chooses before she rolls the attack roll.
A critical success would allow her to do max effect (60).
That reminds me, because of the preview abilities, we will need to post action, then roll in a second post.

Project Violet |

I was just about to ask that, and I see you've already answered.
Awesome!

mdt |

Note, that will apply to the following :
Effect Attacks (where you need a certain level of effect), and called shots, and any time you need to allocate skill levels across multiple options.

Saffron "Aegis" Sinclair |

The first picture looks pretty good and I might use it but I'll keep looking, thanks for finding those.
Are we ready to start the fight on monday?

Hotaru Hoshiko |

Hehehehe...
Saffron has two settings. 'Going Gold' and 'Going Ghost'. :p

mdt |

Ok all, first combat starts tomorrow, so teeing up the fight now.
I've put in new tabs for combats, one for each table.
The way to read the grid is this :
I'll post BEGIN TURN 0 : Phase 12.
Then, you look at the grid, and if you have an X in the phase 12 column, you get to go that turn/phase combo. You go in the order on the table. If your name is on it more than once, it means you have options to do either Mental or Physical things, or, you have a variable dex/speed combination (Like Pixie). Ego goes before Dex, at the same level (EGO 20 goes before DEX 20). Tied Ego or Dex is broken by Speed. Tied both just goes simultaneously (Dex 18 Speed 4 goes simultaneously).
I've put in the vital combat stats. Please don't hover over the blacked out things. I've put them in blacked out for the first combat to make it easier. For future, I won't put them in at all, but want to make the first one simpler for everyone.
It is up to you to keep track of your stun/body on the grid. If your stun is 100, and you take 20 stun, you should change it to 80/100 from 100. When it hits full, it goes back to 100.
The way the combat will start is, you are allowed to start anywhere you want, with certain restrictions that are specific to a given table. You can keep defensive up after you walk out, however, the fight will start after a random amount of time has passed, so you'll have to expend endurance to keep it up, could be a minute, could be an hour. I'll roll random for a number of turns between 1 and 1000 to determine how long passes before it starts.
There will be two observers, Sanction and Shimmer. They are there to watch and evacuate anyone who goes down, respectively. You are to ignore them, per their request, for all purposes (in other words, don't try to not hit them, they are not worried about an occassional side hit).

Saffron "Aegis" Sinclair |

Can aegis turn gold before the fight starts?

mdt |

If she wants to. There's no restrictions on that. The only thing you have a restriction on is you have to pay endurance until the fight starts. Yours is 0 endurance, so that's not an issue for you.

Hotaru Hoshiko |

Okay, now. I do -not- want to be meta about things but I want to know whether it's -expected- that I do something like this: Hotaru -could- maintain her barrier without touching the LTE rules if she dropped her speed to 1. I find this to be a ridiculous idea, and think that for the sake of 'duh' I should not do it. But if it's expected that she do so so that she doesn't get nuked in the first round, before she can pull up her barrier, then I will.
Likewise, somewhere in the midst of combat, she's likely to shift to a 3 speed so that she doesn't burn through all of her endurance too quickly. Will it be too difficult to adjust your chart for that? Would it be better to add a 'Hotaru is going to try to maintain her energy' bar now?

mdt |

The problem with dropping your speed to 1 is you go last on your dex, since you dropped your speed to 1.
Remember, you can Abort your future action to activate your forcefield at any time.

Project Violet |

I'm not seeing the combat tabs, so I can't see the speed chart.
Are the combat tabs fully functional? I feel like I'm missing something. :(

Project Violet |

Got it, thank you. :)

Hotaru Hoshiko |

What sort of action is it for Hotaru to snatch Vi?
What sort of action to activate her barrier?
I'm guessing both are full-phase. :(

Whippoorwill |

Well, shoot. Is there a way to interpose yourself with a shield up to protect a third party?

Hotaru Hoshiko |

My guess is block. I think that's basically attack v ocv at a -2 penalty. At least, that's what I found while digging. I still haven't figured out how to tell how much 'phase' is used by an ability.
Edit: If I'm reading it right, all abilities are half- unless they say otherwise. Activating an ability before moving denies movement, and turns the ability to full phase. This means both are likely full phase.
Edit 2: There's also concealment, but I don't think person concealment will come up except v ranged. I dunno.

mdt |

It's a half-phase action to grab Vi. Half-phase to turn on Barrier. Half-phase action to get to Vi.
You do not have to leave the barrier off until you pick her up, if it's up, and you pick her up, it will go up around her.
However, do note that you will have to abort to activate the force field if someone attacks you before your action.
The only way to let someone else use your defenses without picking them up (and having an adder on them) is to buy them as Usable By Others (very expensive), or to have a force wall (also expensive).

Whippoorwill |

Also, the strategy may need to be rethought knowing more of this information. If Ace has a shield, we'll need heavier hitters to go after him. Plus my error in understanding how the shielding of others works.

mdt |

Now, Aegis could block for Vi, as she has both Martial Block and Missile Deflection. So she's set up to do that, but she'd need to be next to her, and you'd be losing your offensive person.
On the other hand, she has low speed and can block multiple times with one action, so... meh...

Whippoorwill |

Hmm. Depends on how mobile the opponents are. If she can't get to them, maybe she stays by Violet to draw them to her. But it doesn't help if they ignore her.
If Ace isn't speedy, or a flier, then she needs to put the hurt in him if she can.
Another idea is to try three-on-one, with one-on-one matchups to take them down fast. It's higher-risk, but higher reward.
I'd go with:
Kestrel -- Goo
Transducer -- Whip or Aegis
Shadowcat -- Violet
Ace -- Rocket, Pulse, Whip or Aegis
Thoughts?

mdt |

BTW: It appears they changed a rule between 3rd and 5th editions that I hadn't noticed until 5 minutes ago. I've added a new section at the end of the tutorial.
So, activating powers is now a Zero-Phase action, but a special one that you can only do once per segment. That's a major change in the rules, can't believe I missed it.

Dark Goo |

Sorry I've been on the road today will post more when I get to hotel I suggest take ace out first whips last suggestion seems valid but things will change once combat starts

Hotaru Hoshiko |

That's almost exactly what I suggested. I just had Pulse and Violet swapped. :) We don't have any reason to believe Shadow has a way to deal with Hotaru's blind, and a super strong, tanky teleported who's blind isn't going to be using several of their powers. Inb4 flash resistance. :p
Unless she has an hka or armorpiercing attack, Taru is also one of the folks more capable of weathering that storm.
3v1 on ace is also wise, because if he can mind control someone like violet, that leaves us with two people still targeting him.
If Pulse is on him, we can also have her blind anyone he takes over with mind control. If she isn't too busy, and they aren't too resilient.

The Rocket |

Back from vacation now, but in a summit I'm leading at work. I'll be able to get my first post up within the next few hours though.
Rocket is happy to have Whip be the leader. He has no such aspirations.
Sorry to see the speedster delaying the start of our first combat!
mdt, I know you stated it but please remind me, are the instructors up on a platform? How high up?
Also, the only thing I have active before things start are my rapid senses.

Hotaru Hoshiko |

Not about credit. :p Just agreeing with the overall idea. :)
Also, I'm totally expecting an expect the unexpected moment. ' No plan survives beyond the first few seconds of an engagement' type of thing.

Whippoorwill |

That's for sure. They're likely going to work as a team themselves, so there's bound to be some combinations that we'll need to adapt to.

The Rocket |

Here now. Today was good but crazy. Thanks everyone for your patience.
Expect a post within the hour. (I just need to catch myself up on some rules. For instance...mdt, since my running is bought as Flight do I need to worry about turn radius? I'm thinking of running right up that 2" wall to do a moveby or movethrough on Ace...but I'm not sure what's possible for me.)`

mdt |

Yes and no. You don't have to worry about flight's turn radius, but you do have to worry about running turn radii. Basically, you can't make a 90 or 75 degree turn in one hex, at speed. You can slow down, turn and pick back up speed though.
Example, you are running down a corridor at 30" of velocity when a door slams down 3" in front of you (6 meters). You can't turn around because you're still going 30". Every inch you move forward you can slow 5" of velocity. Which means if you're at 30, you have to slow down over 6", and go SPLAT into the door that came down with 15" of velocity (5D6 of damage).

The Rocket |

So here's what I want to do: Run toward Ace, then up the wall, and move through him, knocking him back into the wall behind him.
That sounds like a 90 degree move though...or maybe less if I hit the wall at an angle? Is there a way to do it? Or do I need to run up the stairs and past Kestrel to pull it off?

mdt |

You'll need to run up the stairs to pull it off. The problem with a straight run is you'll have to slow down to switch to upward movement, which is fine, you have the movement for that, but you'll have lost velocity to do it, and not have enough space to hit him after that. Going up the stairs and around Kestrel will allow you to get there without dropping speed.
Make sure you give the velocity you'll be travelling at (any velocity up to max).

The Rocket |

Thanks! Followup--how would it work if I tried to knock him back into Kestrel? Do I roll to see if Ace hits her? I'm thinking I'd run up the stairs on the Right.

The Rocket |

Thanks, posted. I'll still be up for a bit if there are any errors there to correct. Will you post the result of our posts (e.g. if Ace seems stunned or KO'd) before the next person posts, assuming you get to it before the next player does?

Project Violet |

Thanks, posted. I'll still be up for a bit if there are any errors there to correct. Will you post the result of our posts (e.g. if Ace seems stunned or KO'd) before the next person posts, assuming you get to it before the next player does?
That's my question as well. Should I wait for the results of Rocket's action, or just go ahead and post?
Either way it will probably be in the morning, as I am le tired.

Hotaru Hoshiko |

Just doublechecking: Do you want HOtaru on Ace or Hotaru on Shadowcat? There's a very big reason why I'm asking, and no spoilers if they doesn't know! Cause... Hotaru doesn't know.

mdt |
1 person marked this as a favorite. |

Just a note for future on the difference between move-thru and move-by. For move-thru, you need enough distance to enter the target's hex. So running up to them isn't enough.
For move by, you can end your movement next to them.
Also, when moving up stairs, it's normally 2" of movement per inch gained (same thing for flying up).
When moving, you need to choose your ending velocity as well, as it affects your next action. This is an issue around move-by/move-thru, if you're not doing those, it's not a big deal as you can decelerate and accelerate at the beginning and ending of movement.
Running, Flight, Gliding, Tunneling : Requires 1" per 5" of velocity increase/decrease
Jumping, Teleport : Goes from 0 to max to 0 at the end of movement. This allows leaping to be one of the few abilities to allow a move-by/move-thru that ends at the point of attack at 0 velocity but still get's velocity damage.

The Rocket |

mdt: I like the 11+OCV-modifiers=DCV hit way of rolling. It's *WAY* clearer to read than the way I formatted mine.
As far as velocity, I guess I'd still be at 24" since otherwise I couldn't have hit at max velocity, right? (If next round I keep moving after an attack I might be able to decelerate after attacking.)
Also, I realize I didn't mention END in my post. I believe that round cost me 4 END (2 for running, 2 for the move through with ). Correct? I've just marked mine down in our tracking sheet.
OOC combat kibitzing with team:
- Great lesson for me (and Rocket) about the usefulness of aborting actions. I guess if Cat's block had failed Ace could also have aborted to a dodge. I knew I was gambling (sacrificing accuracy for a big swing) and it's interesting to see how it played out and to think about when I'd be better off doing less damage but with a better % to hit.
- That said while Rocket was hoping to knock Ace into the wall and KO him before he got a chance to act...the fact that Cat spent one of her 3 actions / turn to counter one of my 6 isn't terrible for us. She now won't be able to act until phase 4 (and--unless someone else disables me--I'll act twice before her next action).
- Given that Cat won't be acting for a bit, I think she's a less important target at the moment.
- Speaking of which, since I know we have varying levels of familiarity with Hero Games: Flash damage (e.g. Hotaru's blinding ability) is counted in segments (or seconds) that one is blinded and it starts in the phase that it hits (whether the target has acted yet this phase or not). That means it's better against folks who haven't acted yet this phase, and against folks with high speed, and less useful against slow pokes. In practice, on an average roll Hotaru will do 2 flash damage, which blinds someone for 2 segments. If Hotaru did that to someone who's already acted this phase (e.g. Cat) then her target's eyesight is likely to return before their next attack. (In other words, her flash will be much better against folks who haven't acted in the current phase than against folks who have).
- Everyone (on both teams) can see that Rocket is moving fast in Kestrel's direction. It's likely that the other team tries to prevent it, but if not then she's a natural next target for Rocket.
- It's interesting that Ace held a half action. The way that works (again, in case anyone's not familiar) is that he'll have specified either a lower EGO/DEX to act at (e.g. "I'm going to delay and act on DEX 11 instead of my normal DEX") OR more often specified a trigger to act at, similar to in Pathfinder (e.g. "I'll hold a half action to dodge if someone attacks me", or "...to attack the next person to get within 3 inches of us" or "...to drop a force wall in front of Rocket as soon as he starts running again.")
- mdt: that reminds me, I *think* Ace would fly on his DEX, not his EGO, unless he's bought enough Lightning Reflexes to get to fly on his EGO. (I just happened to notice that today while reading the Adders section in Movement powers). Do I have that right?
- BTW, I don't think we've talked through how our distance from one another effects things yet, but the two teams are a *LONG* way apart. If Kestrel, Ace, and Transducer all have ranged powers then they have the advantage here. Do Goo or Aegis have a way to engage this phase? Or is their best bet making a full move toward combat? Could/should Aegis take a half move forward and then throw Goo at someone?
Also, mdt, if I wanted to risk it, could I run up the wall to above Ace and then jump at him with my current running velocity? How would that play out mechanically?