Emerald City Knights (Inactive)

Game Master Xzaral

An adventure set in the pacific northwest in the World of Freedom

Combat Map


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Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Gumshoe looks good now!


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Breakneck looks good too!


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Straightjacket looks good as well!


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Just have Nightstrike and Evil Eye to go. Gonna head to bed for now (losing ability to concentrate) and see where we're t in the morning.


I think I'm basically ready. I have 1 stray skill point to spend, but I may drop one skill by a point and convert that into a boost to my toughness.

I'm also considering adding the ability to take someone with me to my teleport ability. I need to look at the cost on that.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1
Nightstrike wrote:

I think I'm basically ready. I have 1 stray skill point to spend, but I may drop one skill by a point and convert that into a boost to my toughness.

I'm also considering adding the ability to take someone with me to my teleport ability. I need to look at the cost on that.

Just let me know what you decide to do on that.

Also looking it over I do still need a motivation complication.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

All right, looks like The Evil Eye is good!


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

At this point looks like we're ready to get started. The last couple things I need from Nightstrike aren't too much of a biggie, and I do still need an alias from Gumshoe.

I'll have the gameplay thread up shortly.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Aaaaand GAMEPLAY IS ON MY FRIENDS!


Did one more modification to Straightjacket. It doesn't change a heck of a lot really.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1
drbuzzard wrote:
Did one more modification to Straightjacket. It doesn't change a heck of a lot really.

I just saw the emailed portfolio. Is that the one or the one in your alias you plan to use?


Android

I made a substitution as well. I noticed last night that somehow I lost my Eidetic Memory Advantage in the shuffle, and it fits the idea of a digital memory pretty well. As a result I swapped out Jack of all Trades.

I'm still trying to come up with the best story for Prime's civilian persona, and trying to determine what he would be doing. In the initial version of my write up I had him working as a cop. While it does kind of suit his ideals, I wasn't sure if someone living under a created name would be able to realistically pass the background checks needed to become a cop, no matter how good his ID's were. Where I live in Canada, they call all your relatives and interview every ex-roommate you've ever had if you want to be a cop. Prime has no ex-roommates, nor would anyone in his 'home town' remember him from the high school he supposedly attended and such. As a result, I decided cop probably wouldn't fit.

What I was thinking instead would be that after moving to Emerald City, he would have become a student at the university; not to learn necessarily, but in order to build up credentials. With this in mind, I gave him access to all those sciency skills, as well as medicine. He went through Medical School in record time, challenging exams whenever possible. By most people in his field, and those at the university, he is regarded with that sidewise kind of admiration mixed with jealousy typically heaped on the supremely gifted. Not satisfied with the mere credentials he has so far, he is working on a medical specialty, as well as attending programs for three separate doctoral degrees.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

While I do indeed appreciated the brush of realism, Prime 691, I want to assure you I won't be holding the group to real world logic. Superheroes often break various physical limitations and real world rules, I'd much rather focus on the drama of the game than the drama of how you faked being a cop. As long as it seems somewhat plausible (I'm the current President of the WORLD!!) I'm fine with it.


Android

Thanks, but as we have another cop in the group I think I'll stick with the new story. It fits the Super-Genius version of Prime I came up with here a bit better anyway.

So, he's new grad MD, working on his specialty, and taking a few other degrees at the university. He's kind of regarded as one of these Über prodigies who has (or is at least getting) more degrees than any single person should ever have or need.


GM Xzaral wrote:
drbuzzard wrote:
Did one more modification to Straightjacket. It doesn't change a heck of a lot really.
I just saw the emailed portfolio. Is that the one or the one in your alias you plan to use?

Have to update my alias. It's the latest portfolio.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Straightjacket,

I'm showing your revised character to be one over max on toughness.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Was hoping for Nightstrike and Locke to post in gameplay before moving on. If I don't hear by morning I'll go ahead and move on.


It the limit just toughness or the combination of parry+toughness? I specifically cut the parry so I could get more toughness. I prefer the concept of getting hit by shrugging it off vs. mixing dodging and being able to take the hits.

My toughness is 18 and (with growth), my parry is 2. I thought the total had to come to 20.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Toughness + Dodge also has to be +20, which is what's catching you at present. 3 dodge and 18 toughness = 21


Ahh, didn't see the dodge one (Herolab didn't mention it either).

Dropped protection by 1.


Sorry, yesterday was a little busy.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

As Breakneck reminded me, everyone starts with one Hero Point.

Just as an FYI, since it's hard to do 'sessions' in a PBP, I'm working on when to do the resets. My current though is either between adventures or between scenes. If anyone has any opinions on this, let me know.


proably between adventure would be better, because scenes would mean that any hero points given that say lets a villain get away would be wasted for us when we confront him later in the same adventure.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Yea, I was actually just going through the first adventure again and realized how the scenes are constructed and how many there are. Between adventures looks good. I may look into it a bit more.


Ok, I think I have everything finalized.

I dropped Intimidate entirely, freeing up 5 points, and lowered some other skills.

I decided not to boost my Toughness. The Spidey analogy rang true with me. Nightstrike isn't that tough. He's just really hard to hit.

I bought Increased Mass for Teleport (now I can take up to 400 pounds with me) and sunk 5 points into Will. He's still a little mentally weak, but that works with his background.

I'm pretty sure all my points are accurate. Feel free to audit me.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1
Nightstrike wrote:

Ok, I think I have everything finalized.

I dropped Intimidate entirely, freeing up 5 points, and lowered some other skills.

I decided not to boost my Toughness. The Spidey analogy rang true with me. Nightstrike isn't that tough. He's just really hard to hit.

I bought Increased Mass for Teleport (now I can take up to 400 pounds with me) and sunk 5 points into Will. He's still a little mentally weak, but that works with his background.

I'm pretty sure all my points are accurate. Feel free to audit me.

Nightstrike:

Two points.

1) You get Improved Grab from your elongation, so you don't need to take it as an advantage, which would give you 1 more PP back.

2) I still need a motivation :p


GM:

Working on it right now.

In the mean time, I have two questions-

1)Is that why Hero Lab listed Improved Grab twice on my sheet?

2) (this one's more complicated) Takedown 2 says

Quote:
If you render a minion incapacitated with an attack, you get an immediate extra attack as a free action against another minion within range...this advantage allows you to attack non-adjacent minion targets, moving between attacks if necessary to do so. You cannot move more than your total speed in the round, regardless of the number of attacks you make. You stop attacking once you miss, run out of movement, or there are no more minions within range of your attack.

Since Shadowjump is a free action, and each jump can carry me up to 250 feet, that means my total movement a round is only really limited by available shadows that are within 250 feet of each other.

Does that mean that as long as I take down someone with every attack, I can keep attacking everything within 15 feet of a shadow?

3) Can I do that while rescuing people?


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Nighstrike:

1) I believe so. I'm still learning the ins and outs of it myself, but after a variety of testing that's what I was able to determine.

2) That does indeed, but note that minions is a type of person. It won't work on non-minions.

MINIONS
Minions are minor characters subject to special rules in
combat, and generally easier to defeat than normal characters.
Villains often employ hordes of minions against
heroes. The following rules apply to minions:
• Minions cannot score critical hits against non-minions.
• Non-minions can make attack checks against minions
as routine checks.
• If a minion fails a resistance check, the minion suffers
the worst degree of the effect. So a minion failing a
Damage resistance check, for example, is incapacitated,
regardless of the degree of failure.
• Certain traits (like the Takedown advantage) are
more effective against or specifically target minions.

3) Depending on the circumstances, I'd allow it. In this case, yes.


Ok, all done.

Can I get a name and some general information about the big-bad dude in Nightstrike's background? What's this setting's version of Doctor Doom or the Red Skull?


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

On the Take Ten aspect of things, I actually don't believe M&M has a rule for Taking Ten on skill checks (for reasons such as what Breakneck presented). Of course skills don't auto fail so an investment to ensure failure is not an option provides a real benefit.

Of course I'm open to other's opinions. Despite being the GM, I am only 1 of 9 players in this game. Feel free to attempt to convince me otherwise if you all would prefer Taking Ten is allowed.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Just a note I'll be at work all morning and a good portion of the afternoon (able to check in, but hard to make major updates), so I'll move onto the next scene late afternoon or evening (CST). Please feel free to make up minor scenes for rescue attempts and speak with each other. If something that needs retconned happens, we can retcon.


I'm going with the ghost father as italicized text. I was trying to shoot for a color, but couldn't figure out the code. Italic works because visibly it contrasts with the bold and makes the posts look like he's talking to himself, which really is how it should appear.


This board doesn't support full BB code. The "how to format your text" box below the message post area has all the valid codes, I think. No colored text. All that's needed is to keep clear the difference between talking/listening to daddy and his own thoughts.

I think routine checks in the basics section of the rules is the Take 10 rule, does not apply when under pressure unless the skill mastery advantage is taken.


OOC text is blue. Dice text is green. Those are the only colors we have to work with.

In the past, I've used italicized Blue Text for characters with 'voices in their head'. It did the trick.


Right let me rephrase, no user controlled color text, as stated using ooc or dice does appear in those and only those colors, all hard-coded in the board code itself. Italicized blue is a good suggestion.


Android

I've used italicized blue before as well. I used to use it with Prime when he was a Pathfinder android character.

I've just been using regular italics here, but if you're doing it as well, perhaps I'll resume, as it does look better.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

All right, post is up.

Some things about combat (probably should have mentioned earlier). I generally roll initiatives to save time. This is the first combat so expect it to take some time as we all work out the mechanics of M&M 3e. I generaly do blocky initiatives. For examples:

Round 1
Prime 691
Gumshoe
Straightjacket
Breakneck
Nanel
Death Magnetic
Lord Etheric
Nightstrike
The Evil Eye
The Something Near Gumshoe
Thing with 6 tentacles
?????

Right now Prime, Gumshoe, Straightjacket, Breakneck and Nanael can all act. Then my two villains. Then Nightstrike and the Evil Eye. Then my last three. And then back to the top.

Any questions, please please ask.


Very cool scene of chaos you set, DM.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Thank you. The adventure provided the paints, but I hoped I could do them justice.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

New questions for everyone. Damage Resistance Checks. To save time, would you all care if I rolled them for you?

Advantages
It would save time as the effects of attacks could be immediately applied without having to wait for me to attack, you to roll, me to administer results of said roll.

Disadvantages
I'm making the checks.

Let me know.


I'm OK with the GM rolling my Defense and Resistance checks for speed in posting. I expect he'll roll better than me, anyway. ;)


Anything you need to roll for me, I'm fine with, DM.


I'm perfectly fine with you rolling them, anything to save time.


Can you crit on ranged magical bolt attacks, like in Pathfinder? If so, feel free to roll for me, DM. I have to step out for a couple hours this morning.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

It is a crit, The Evil Eye, but you also have to choose an added effect to it. Just a note that I'll generally assume Increased Effect if nothing else is listed.

• Increased Effect: The critical hit increases the difficulty
to resist the attack’s effect by +5. Against a minion,
this bypasses the resistance check entirely; the
minion automatically receives the highest degree of
the attack’s effect.
• Added Effect: The critical hit adds another effect
onto the attack, but its effective rank is 0, so the resistance
DC is just the base value (10, or 15 for Damage).
The added effect can be anything the player
can reasonably describe and justify as adjunct to
the original effect: an Affliction (useful for all sorts of
“gut checks,” blows to the head or vitals, etc.), Dazzle
(blood in the eyes, boxing the ears, etc.), or Weaken,
to name a few. The GM decides if the effect suits the
circumstances of the attack. The target makes resistance
checks against the attack’s initial and added
effects separately.
• Alternate Effect: The critical hit results in an alternate
effect for the attack, like a use of extra effort for
a power stunt (see Extra Effort in The Basics chapter),
except the character suffers no fatigue as a result.
This option can represent a “lucky” attack that
does something completely different, like blinding a
target, or imposing a condition such as those found
under the Affliction effect.


Increased Effect is fine by me...


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Also Evil Eye, your attack bonus with Cause Fear is only +8. The 12 ranks in it affects damage. Still an awesome hit, just wanted to point that out.


Good to know, DM. I'll be sure to remember that!

I already hate "my" bad guy for making that save and ruining my crit!


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Sometimes the dice are with you, and sometimes there with the bad guy. And in this case they were with both of you.


Android

I'm fine with you rolling as well. On a critical I would typically default to Increased Effect.

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