| Anna White-Campbell |
Was thinking on what I could spend my 800xp on since I decided to bank what we got from the mission before.
I'll do the following:
-Simple Ballistic Skill Advance (250xp - 1 matching) from 37 to 42
-Simple and Intermediate Intelligence Advance (100xp and 250xp) from 32 to 42.
And Bank the Remaining 200xp for later use.
| Pete Carlton |
Alright I've understood whats happened. Question is how long does the Gene Therapy take and if I should do it here on in Gameplay since it seems like we passed that point in story?
Still deciding on what to do with the XP. I have a sort of Idea that could likely help.
| Pete Carlton |
Well Then Since GM was quiet Ill assume here for the rolls. I'll Use Fate because I didnt do anything.
Toughness Check 34: 1d100 ⇒ 37
Toughness Check 34: 1d100 ⇒ 3
I'm combing through what to get because the 400 could really help I wanted to go towards Bladework.
Seems Im part Chameleon
| Pete Carlton |
Im sorry my internet had gone out among other terrible things and my phone had lost its charger, as such I had not been able to do much of anything until it got fixed. It has recently done so, and as such Im catching up to all the games that I have been in . I'm sorry for the sudden disappearance as you can see I had no control over it. Everything should be fine now. The catch up is real.
| Pete Carlton |
Upside, if anything this fight will teach us more about the enemy and what does and doesnt work so that our characters can grow and improve. Also that Pete was right about armor being needed. Though I can't lie and say that he isnt eyeing those wristblades.
Anna might need to work on toughness.
As for Pete he is likely going to engage them closer to lay the hammer down.
| Pete Carlton |
The Dalmascus Gulf? Yeah I read your misadventures well! Scorpelio is much different from Anna thats for sure.
Been thinking of what to put XP into next as well. I want to develop his Melee combat skills but I cant even wield his sword yet and likely weapon training will be eventually needed for the Xeno-tech.
Then based on progression I might have to raise things like Int and such.
| Anna White-Campbell |
Yeah, thats the guy :P Just as blessed/cursed by RNGesus as all my characters like my first shadowrun character that I gave bad luck to for extra BP thinking "Itll never come up" 40 hours of game sessions later, I roll 3 1s on 6 dice for a crit fail, spend edge to reroll and get another 3 1s and just went "F@&! it, she's dead." since the probability of that occurring is so low that I veto'd the groups "If you dont want the character to die, we can fluff it." bit.
And now, another bad decision of having low toughness is biting me in the butt again LOL
At least my Medicae skill is decent despite RNGesus.
Maybe if I live through this mission some Not-That-Subtle suggestions to the Egg Heads about getting some truly beefy armour might be a good idea.
| Pete Carlton |
Upside, Pete can attempt a heal on you with his Medikit. ( Since you said you can't do it to yourself again for this day/sortie)
And technically you should likely be fine, you have Fate Points to Burn. Pete only has one, which based on his mindset will be quickly gone sooner or later.
| Pete Carlton |
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Nice though Righteous Fury works differently in this game.
250
VIII: Combat
RIGHTEOUS FURY
When rolling Damage after a successful attack, if any die rolled
results in a natural 10 (rolling the 10 result on a 10 sided die),
a particularly bloody and spectacular hit may be inflicted (this
also includes a result of 10 when rolling 1d5 for Damage). After
resolving the effects of the hit, one of two things may happen.
If the attack dealt Damage after being reduced by Armour and
Toughness Bonus (see Step Five, below), then the shot becomes
more severe. The attacker then rolls 1d5 and consults the Critical
Hit Table appropriate to the Damage type and location of the
original attack. The target suffers all effects listed. However, the
target does not count as having suffered a Critical Hit. In other
words, if he takes Damage during later Turns it will affect his
Wounds, not directly stack onto worsening critical effects. Talents
that modify Critical Damage (such as Crack Shot and True Grit)
do not modify the critical effects generated by Righteous Fury, and
these critical effects do not stack if a target suffers Righteous Fury
multiple times. Each roll is applied as a separate effect.
Alternatively, if the attack does not do any Damage once
reduced by Armour and Toughness Bonus, then the attack Deals
1 point of Damage, not reduced by Armour or Toughness. This is
the extent of the Righteous Fury effect for this attack; the victim
does not suffer a roll on a Critical Hit Table. This represents some
weapons simply not being potent enough to deal major Damage,
but still able to do harm through a “lucky hit.
Good news both of the effects crit, bad news is they don't TECHNICALLY do more damage just could make them for example drop their weapon ( Which is good).
As for Pete how far is the fight between Jack and the Brute from Pete? I'm considering whether I want him to Charge, double move or shoot from where he stands. I need to known the meters to decide on which.
| Mark Castle |
And finally Anna is rewarded for the dice nearly killing her earlier.
Thanks for the Righteous Fury info Pete, I always forget that it's slightly different in Only War.
I'll hold my action until I know whether Anna dropped her target or not. If not, I'll shoot it. If so, I'll try and wade into melee to help out - even if I sick at melee I can help provide an outnumbering bonus.
| Pete Carlton |
Yurp it indeed is different. You can still shoot at the enemy in melee, your attacks just take a -20.
Jack I assume those bonuses to hit down include point-blank? As you actually don't get that with pistol weapons once you have been engaged in Melee.
you do however gain the bonus for a Standard attack as well as aim and whatnot. ( Assuming you did that ) That's Be +20 +5 for companion.
| Pete Carlton |
No problem.
That reminds me. What should we do about these guys? And how are we going to get them back to base? Normally we would call in transport but that sort of got shot down and they havent melted yet.
Is it possible to use thier stuff now and if so what does that count as for weapons?
I admit I'm sort of excited but the conundrum is daunting, we expected to assault them but not get hit with these things.