
Grace Wright |
Hestia Harper wrote:"Can you guys trace the signal back somehow? Use this little guy to lead us to his monitor? " Hestia suggests.at that, the little fellow stops being so adorable and runs off with nary a bark or whine. He heads back in the direction you were all planning to go anyway.
"Well, I guess that answers that question..."
Grace begins walking in the direction that the creature went, and motions the others to follow, rifle at the ready.

Who is that masked DM? |

If I am reading this right, and I think I am, higher resolve resolves ties with respect to alertness. So I believe the order of battle will be Hestia, Grace, Gir, Zinnius, and then the varren(of which there are eight). This will be a bit more serious combat, but nothing the party can't handle, especially with the way this combat system works. If Gir is unable to play, I will run his character. Hestia, start us off.

Hestia Harper |
Naturally, we get started when I'm not at home and don't have the ME RPG on my laptop. :P I think she'd try to put up a barrier, but I'm not sure cause can't read the description. I might be able to stop at home tomorrow and figure out a post. If barrier makes sense and you want to roll for me for whatever is necessary to keep things moving, go ahead. Otherwise, I'll try to get it tomorrow.

Hestia Harper |
Reave: 4d3 - 8 + 5 ⇒ (3, 1, 3, 3) - 8 + 5 = 7
A blue glow surrounds Hestia and lashes out towards the biggest varren she can see as soon as it comes within range.
OK, this is an attack on an opponent up to Range: 3 away as a Damage: 2 effect, defending with Biotics or Resolve. Hestia gets DR 1 until next exchange. I'm not sure what to do with the list of options after the Reave ability (p 129). They each have an invoke and compel. Do I need to spend a point to invoke one of them if I want the additional damage/DR/whatever?

Grace Wright |
Grace drops to one knee, taking careful aim with her rifle at the lead varren.
Guns: 4d3 - 8 + 4 + 2 ⇒ (2, 1, 2, 1) - 8 + 4 + 2 = 4
Damage: 5; target is STUNNED if Grace's attack roll was two or more higher than opposing roll.
Invokes MARKSMAN, DISRUPTOR AMMO. I'm assuming the varren are too close to use STAY ON TARGET effectively?
I have no idea whether or not I'm doing this right.

Who is that masked DM? |

Holy crap, the pdf is working.
The young biotic reaches out and scourges the varren with some unknown energy, it convulses in pain, but is still in the fight as much as ever.
This varren will be known as "Hestia's Varren" for purposes of identifcation in combat. It takes 2 Stress. To the best of my knowledge, yes, you have to spend a point to use the abilities listed.

Hestia Harper |
The varren gets to defend with Biotics or Resolve. I think if it fails badly, it takes more stress from my roll of 7, one for each 5 that is above its roll. I think.
I found another skill that says I can add an ability for free, so I guess if it's not specified, it's an FP to use an ability, like any normal Invoke.
Grats on your PC returning to life!

Who is that masked DM? |

Grace drops to one knee, taking careful aim with her rifle at the lead varren.
[dice="Guns]4d3 - 8 + 4 + 2
Damage: 5; target is STUNNED if Grace's attack roll was two or more higher than opposing roll.
Invokes MARKSMAN, DISRUPTOR AMMO. I'm assuming the varren are too close to use STAY ON TARGET effectively?
I have no idea whether or not I'm doing this right.
No problem, we are all learning as we play
You are familiar with the phrase "chunky salsa", and that is exactly what happens to this varren. Only seven remain to oppose you.

Who is that masked DM? |

The varren gets to defend with Biotics or Resolve. I think if it fails badly, it takes more stress from my roll of 7, one for each 5 that is above its roll. I think.
I found another skill that says I can add an ability for free, so I guess if it's not specified, it's an FP to use an ability, like any normal Invoke.
Grats on your PC returning to life!
In that case, Hestia's Varren takes 3 stress, not 2. And thank you!!!

Zinnius Dern |
Dern quickly activates his tech armor and draws his pistol.
Activate tech armor.
Systems: 4d3 - 8 + 5 ⇒ (3, 2, 2, 3) - 8 + 5 = 7
Dern has +3 armor, but recharge times are increased by 1, until such time as he chooses to detonate.
Free invoke: MERCURIAL ARMOR for +1 armor and +1 detonation damage when the time comes. Armor bonus +3 for total armor 4.

Grace Wright |
On her next action:
After the first kill, Grace calmly switches her focus to the next-closest varren, takes careful aim, and fires off another shot.
Guns: 4d3 - 8 + 4 + 2 ⇒ (2, 3, 1, 1) - 8 + 4 + 2 = 5; invoking MARKSMAN and DISRUPTOR AMMO.
Damage: 6; target is STUNNED if Grace's attack roll was two or more higher than opposing roll.

Hestia Harper |
Hestia continues to focus on "her" varren, this time attempting to force it into battle against its pack.
Dominate, fair (+2): 4d3 - 8 + 5 ⇒ (2, 1, 3, 2) - 8 + 5 = 5
Beats difficulty by 3 shifts. Success, duration 1 (3/3). Block = 3. Target can try to break the block with Biotics or Resolve as a free action each turn. I don't know when that free action occurs. It looks like a Good result on the roll lasts 1 exchange and can be immediately negated with a Resolve of 3 or better. Biotics suck.
I'm trying to figure out biotic powers using the singularity example on page 120. So far, it looks to me like they've made at least 2 mistakes. They said shift 3 on the attack generates spin, but spin description on p 174 says it's on defensive rolls ONLY. And they gave the singularity a duration of 3 exchanges for a shift of 3, when the singularity description says it's 1 exchange/2 shifts, for a duration of 3 - unless you get a duration of 1 by default and shifts add to it. This system is hard enough to figure out without examples being borked!
Reave recharge: 3

Who is that masked DM? |

The varren fall upon the team like a wave of muscle and teeth. They leap over fallen brothers to assault Grace, Zinnius, Hestia, and Gir. Two will attack each PC, with one attacking Gir. The lower numbered varren is considered to be the one the party member is attacking first i.e. "Hestia's Varren". Still trying to figure out the system a bit...
Varren 1 vs Grace, Fight: 4d3 - 8 + 3 ⇒ (3, 2, 2, 2) - 8 + 3 = 4
Varren 2 vs Grace Fight: 4d3 - 8 + 3 ⇒ (3, 2, 1, 2) - 8 + 3 = 3
Varren 3 vs Hestia Fight: 4d3 - 8 + 3 ⇒ (1, 1, 3, 2) - 8 + 3 = 2
Varren 4 vs Hestia Fight: 4d3 - 8 + 3 ⇒ (3, 2, 3, 3) - 8 + 3 = 6
Varren 5 vs Zinnius Fight: 4d3 - 8 + 3 ⇒ (2, 2, 3, 3) - 8 + 3 = 5
Varren 6 vs Zinnius Fight: 4d3 - 8 + 3 ⇒ (3, 2, 3, 2) - 8 + 3 = 5
Varren 7 vs Gir Fight: 4d3 - 8 + 3 ⇒ (1, 3, 3, 3) - 8 + 3 = 5

Grace Wright |
The varren fall upon the team like a wave of muscle and teeth. They leap over fallen brothers to assault Grace, Zinnius, Hestia, and Gir. Two will attack each PC, with one attacking Gir. Still trying to figure out the system a bit...
Varren 1 vs Grace, Fight: 4d3 - 8 + 3 ⇒ (3, 2, 2, 2) - 8 + 3 = 4
Varren 2 vs Grace Fight: 4d3 - 8 + 3 ⇒ (3, 2, 1, 2) - 8 + 3 = 3
There are a few ways this could be played, based on how I'm reading the rules (for reference, see Core Rules, pages 174-180):
Grace grapples with the pair of varren, attempting to fend off their snapping jaws.
Fight (1): 4d3 - 8 + 2 ⇒ (2, 3, 1, 3) - 8 + 2 = 3
Fight (2): 4d3 - 8 + 2 ⇒ (3, 2, 2, 2) - 8 + 2 = 3
As the pair of varren fall upon her, Grace drops her rifle, and a bright orange energy blade unfolds from her right gauntlet.
Activates omni-blade as a supplemental action, one or both Fight rolls are at -1.
Guns (1): 4d3 - 8 + 4 + 2 ⇒ (3, 2, 1, 2) - 8 + 4 + 2 = 6
Guns (2): 4d3 - 8 + 4 + 2 ⇒ (1, 3, 2, 1) - 8 + 4 + 2 = 5
As the pair of varren fall upon her, Grace raises her rifle and fires point-blank into the creatures.
Damage (if applicable): 5; any roll that has two or more net (+) results places a STUNNED aspect on the target until the end of the exchange.
The ambiguous passage in question:
The attacker wants...|To physically harm
So he uses...|Fight or Guns
And the defender can use...|Athletics, Fight, or Guns
Hey, if it works in ME3 multiplayer...

Grace Wright |
Indeed the rules for this game are all over the book.
I will rule that you do have time to make an action, and it is up to you if you counter with a single action(option 2) or with guns(option 3).
Definitely going to go with the +4 in Guns as opposed to the +2 in Fight (with a -1 penalty). As far as the rules being all over the book goes, I think that's more due to the game being based more on "rule of cool" than on actual die rolls.
Grace cancels her readied action and makes an opposed Guns roll to defend against each attacker (see Core Rules p.177).
Guns (1): 4d3 - 8 + 4 + 2 ⇒ (3, 2, 1, 2) - 8 + 4 + 2 = 6
Guns (2): 4d3 - 8 + 4 + 2 ⇒ (1, 3, 2, 1) - 8 + 4 + 2 = 5As the pair of varren fall upon her, Grace raises her rifle and fires point-blank into the creatures.
Damage (if applicable): 5; any roll that has two or more net (+) results places a STUNNED aspect on the target until the end of the exchange.

Freehold DM |

Who is that masked DM? wrote:Indeed the rules for this game are all over the book.
I will rule that you do have time to make an action, and it is up to you if you counter with a single action(option 2) or with guns(option 3).
Definitely going to go with the +4 in Guns as opposed to the +2 in Fight (with a -1 penalty). As far as the rules being all over the book goes, I think that's more due to the game being based more on "rule of cool" than on actual die rolls.
Grace Wright wrote:Grace cancels her readied action and makes an opposed Guns roll to defend against each attacker (see Core Rules p.177).
Guns (1): 4d3 - 8 + 4 + 2 ⇒ (3, 2, 1, 2) - 8 + 4 + 2 = 6
Guns (2): 4d3 - 8 + 4 + 2 ⇒ (1, 3, 2, 1) - 8 + 4 + 2 = 5As the pair of varren fall upon her, Grace raises her rifle and fires point-blank into the creatures.
Damage (if applicable): 5; any roll that has two or more net (+) results places a STUNNED aspect on the target until the end of the exchange.
Two more varren collapse under the onslaught. Only 5 remain to accost you, and one of them is clearly wounded badly.

Grace Wright |
As far as I can tell, spending a Fate point to invoke an aspect can be done basically at any time, but its effect can be vetoed by the GM.
Two more varren collapse under the onslaught. Only 5 remain to accost you, and one of them is clearly wounded badly.
As Grace fells two more of the varren with well-placed headshots*, she calls out to the rest of the squad, attempting to rally them against the attacking creatures.
"Hold on, everyone, I've got you! If we all work together, we can do this!"
Spending a Fate point to invoke the high concept WHAT'S A PALADIN? and attempt to give some sort of morale bonus to the rest of the squad. (Fate points remaining until next refresh: 3)
* I guess quick-scoping isn't just something people do in multiplayer...

Hestia Harper |
Reave recharge: 2
Dominate recharge: 4
Barrier: 4d3 - 8 + 5 ⇒ (3, 2, 1, 1) - 8 + 5 = 4
Hestia clenches one hand, and a film of blue lightning spreads over the surface of her body. Adds 2 to shields Her hands dart to her weapons. She awaits the varren with a pistol in one hand and a knife in the other.
Out of actions. I think when you spend a fate point to invoke, you can tag the scene with a specific bonus, like if you want to give a morale bonus to attacks or something? It should stay active on the scene until the encounter is over. I think.

Zinnius Dern |
Dern fires a warning shot to scare off the charging varren.
Guns to defend: 4d3 - 8 + 2 ⇒ (2, 2, 3, 3) - 8 + 2 = 4
The biting varren fail to pierce Dern's tech armor. He responds with a blast of molten plasma to sear the nearest varren,
Using Incinerate]
Systems: 4d3 - 8 + 5 ⇒ (3, 2, 1, 1) - 8 + 5 = 4
[ooc]Opposed by Athletics or systems. Weapon 3, penetration 2.

Grace Wright |
I was going to take Gir's turn, but can't find what tech powers he's bought. He bought Tech Mastery, so he's set up for powers, but there aren't any listed. Can anyone see them?

Treppa |

Gir taps his omnitool and another Gir appears nearby, looking and moving exactly like him.
Create shocking decoy, difficulty fair (+2), free aspect.
Systems: 4d3 - 8 + 4 ⇒ (3, 3, 2, 3) - 8 + 4 = 7
Next round - free tag of Grace's encouragement for a +2 to Guns.
Gir raises his Paladin and takes a shot at the nearest varren, heartened by Grace's encouragement.
Guns: 4d3 - 8 + 3 + 2 ⇒ (2, 2, 1, 1) - 8 + 3 + 2 = 3 for 4 base damage.
Gir's double also raises its shotgun, but the "fire" emerges as a shock to the nearest bad doggie.
Systems: 4d3 - 8 + 4 ⇒ (1, 2, 2, 2) - 8 + 4 = 3 for 2 base damage.
I doubt these rolls get past their defense enough to do shifts and extra damage.

Who is that masked DM? |

As far as I can tell, spending a Fate point to invoke an aspect can be done basically at any time, but its effect can be vetoed by the GM.
Who is that masked DM? wrote:Two more varren collapse under the onslaught. Only 5 remain to accost you, and one of them is clearly wounded badly.As Grace fells two more of the varren with well-placed headshots*, she calls out to the rest of the squad, attempting to rally them against the attacking creatures.
"Hold on, everyone, I've got you! If we all work together, we can do this!"
Spending a Fate point to invoke the high concept WHAT'S A PALADIN? and attempt to give some sort of morale bonus to the rest of the squad. (Fate points remaining until next refresh: 3)
* I guess quick-scoping isn't just something people do in multiplayer...
I'm all for this. Did I miss something somewhere where encouragement equals +2?

Who is that masked DM? |

Dern fires a warning shot to scare off the charging varren.
Guns to defend: 4d3 - 8 + 2d6d6 - 1d4d3 - 8 + 100d3 - 8 + 1 ⇒ (1, 2, 1, 1) - 8 + (3, 6, 3, 6, 6, 3, 1, 3, 1) - (3, 3) - 8 + (1, 1, 1, 2, 3, 1, 3, 2, 1, 3, 1, 1, 3, 3, 3, 3, 2, 3, 3, 1, 2, 1, 2, 2, 1, 1, 1, 1, 3, 2, 2, 2, 3, 3, 3, 2, 2, 1, 2, 2, 3, 1, 1, 2, 3, 3, 3, 2, 1, 1, 1, 2, 2, 2, 3, 3, 1, 1, 3, 1, 2, 3, 3, 1, 3, 1, 3, 2, 3, 2, 1, 3, 3, 3, 2, 1, 2, 3, 1, 2, 3, 2, 1, 1, 1, 2, 2, 1, 3, 2, 2, 3, 2, 2, 1, 2, 1, 2, 1, 2) - 8 + 1 = 206

Who is that masked DM? |

I was going to take Gir's turn, but can't find what tech powers he's bought. He bought Tech Mastery, so he's set up for powers, but there aren't any listed. Can anyone see them?
Yet another strange thing that happened- I took a turn for Gir, but it didn't show up on my chromebook, and vanished from my phone. I'm guessing the site hiccupped. We will use this turn instead.

Who is that masked DM? |

Gir taps his omnitool and another Gir appears nearby, looking and moving exactly like him.
Create shocking decoy, difficulty fair (+2), free aspect.
[dice=Systems]4d3-8+4
Next round - free tag of Grace's encouragement for a +2 to Guns.
Gir raises his Paladin and takes a shot at the nearest varren, heartened by Grace's encouragement.
[dice=Guns]4d3-8+3+2 for 4 base damage.
Gir's double also raises its shotgun, but the "fire" emerges as a shock to the nearest bad doggie.
[dice=Systems]4d3-8+4 for 2 base damage.
I doubt these rolls get past their defense enough to do shifts and extra damage.
Indeed, one varren falls to the ground, impaled by the fire from the shotgun. The other one is hurt by the shock, but not badly. Only three remain to oppose you.