DM Jubal |
OK Some combat advice:
Predator X Having started Defenders, you're effectively a slow Daredevil. Those Superhuman hearing tricks that he does have a difficulty of 30, and you're rolling (2d6)x4. With the exploding dice rule, you're making them more often than not.
You've no ranged attack, so get to melee. There, you have a Defense of x2 and Soak of x4. Attacking, you have a x2 to Hit and x2 Damage; however, that goes to x3 to Hit and x3 Damage when Wrestling. I'll post the rules on the Campaign Info tab.
Livewire Defensively, you are a normal person, so please find cover from bullets and monsters accordingly. If you're caught in melee, your base attack is x1 to hit and x1 damage, and you get to add 4 multipliers. So your default could be x3 to hit and x3 damage.
You prefer range, so your base attack is x1 to hit and x2 damage with 4 levels of multipliers, range and area. So your default could be x3 to hit and x3 damage at a Range of 25 feet OR an Area of 5-ft wide and 20-ft long line. Then, you can reduce your to hit or damage to get extra Range or Area.
Your teleport is transforming into electricity and arcing to a new location. In combat, you can move 25 feet through walls. It builds in a longer jump into the power, so you can also travel tens of miles if you Concentrate. Concentrating prevents you from attacking, moving more than half your move before activiating, and (here's the kicker) you teleport after everyone else has acted (or attacked you). Meaning, use in combat at your peril. I didn't put the Limitation of electrical wires to give you more flexibility. However, we still can. Your teleport distances would increase to 100 feet in combat and hundreds of miles with Concentration. Let me know.
DM Jubal |
@Wu Zhihao
Looks good. Couple of things:
1. Which picture is subject to change? Your description is Description... and I cannot find link. What am I missing?
2. Combat advice: First, you've no ranged attack, so get to melee quick using Superjump for 50-feet (1 square = 5 feet)
In melee, your Defense is x4 and your Soak is x2. Attacking, unarmed attacks x3 to Hit and x2 Damage. Use Called Shots against opponents with x1 for my damage.
cheers
DM Jubal |
Jubal, how will you be handling languages? Having Kaixin, I imagine Wesker knows how to speak and understand Chinese. And if that's the case, Wesker could speak to Wu in his national language.
That's fine. Everyone can speak one language per point of Mind without spending skill points, in addition to English.
DM Jubal |
STATUS
OK, we're waiting for Joe Wesker to finish his profile.
The last potential recruit Zayne has not posted in a while, so we could start when Joe's ready.
I would suggest for you guys to develop here in Discussion where your bilateral relationships currently are. You've at least been together for a couple months at URGENT.
URGENT can be a full-time job with room and board if you need it.
cheers
Livewire |
Thanks for the advice... just a couple of 'what-ifs'. In terms of allocating my multipliers, based on your experience, does x2 to Hit give a fair chance to hit your average thug... or low end super-heroes? Or should I really be trying to keep my multiplier to Hit at x3 or better to tag baddies? I'm just trying to gauge a reasonable Hit/Damage ratio.
If you're caught in melee, your base attack is x1 to hit and x1 to damage, and you get to add 4 multipliers.
OK, so it sounds like I can't reduce my range to '0' (touch) to make it 5 multipliers - correct?
I'm assuming there is no limit on how I spread my multipliers (aside from not going below x1)... so if I want to hit an Agility baddy, I can go with x4 to Hit and x2 to Dam?
Also - advice-wise - should I avoid delivering just x1 Damage because it is likely to get soaked?
I'm good with his Teleport staying as it is. It may be shorter range but I think it makes more sense that he can 'jump' to anything metallic or that will ground an electrical charge. It should be more tactically fun even if it reduces his range.
DM Jubal |
@Livewire. Yes. Average thugs are normal, but with martial arts, normals can have higher defense and soak in melee than at ranged. However, villians don't always employ average thugs. I'll roll openly, so you'll see their defense and soak on your first attack.
No, zero range is melee. ;D
Yes. You can put your levels how you want. They can only add to your base not subtract.
You can do x1 damage when you call your shot for +10 damage. Remember that everything is multiplied by 2d6, so +10 damage is effectively worth x1 to x2 on damage.
Make sense?
Livewire |
...your bilateral relationships...
Did you kiss your mother with that mouth?! :)
Max (aka Livewire) is friendly/approachable and open about his public identity with his teammates. If they come to his bar, they will get comp'd drinks. Obviously, if he doesn't know a teammate's public ID, he wouldn't know to take care of them.
Max has an apartment mate (Dave) with an obnoxious girlfriend (Sheila). They don't know about his double life and he tries hard to keep it from them. Given his odd hours as a bartender and his social life - coming and going at all hours isn't a tough sell to Dave/Sheila.
I'm happy to flesh out any existing relationships, just pitch something that seems reasonable.
Joe Wesker |
Joe Wesker updated. Some aspects need DM approval.
With much urging from URGENT (heehee), Joe Wesker moved his things into URGENT headquarters about a month ago. It was hard to turn down free room and board in this economy. But Joe has had to get used to his new 'roommates', and their loud behaviors, which can be challenging when the supernatural investigator is trying to astral project through multiple dimensions. Kaixin is adjusting as well, and enjoys Wu Zhihao's company. Thankfully his new teammates have respected Joe's bedroom and the various protection wards he placed within.
DM Jubal |
Kenny
* Martial Arts Mastery (Grappling) 2 Grappling: Get reversal of 10+, even on foe's panel. +1 Brawn on wrestling rolls. (2pts)
should be :
* Martial Arts 1 (Grappling) Get reversal of 10+, even on foe's panel. Brawn 3 on wrestling rolls. (1 pt)
* Mind Shield 1 (+2 to Mind to resist mental attacks.) (1 pt)
Mental Defense should be x3 not x5
thanks
JDPhipps |
Hey there, this is a friend of Loup Blanc. He sent me a text to let you know his computer is currently busted, and he's not sure when (or if) he'll be able to get it fixed. He's looking for other means of posting, but if those don't pan out he'll likely be MIA for a while until he can find a way to get online and post.
Loup Blanc |
And Loup Blanc here letting you know that it was probably a false flag--things look to be okay for now. It was probably just a crash, but I've had bad luck with computers in the past so I was expecting a worst case scenario. I should be okay, but if I go dark the old message stands.
DM Jubal |
Players
I've a business trip starting Monday returning Thursday. During that time, please RP and plan your next steps. We can still advance this weekend with lots of posts.
Current options:
1. Speak to the old lady witness
2. Visit the other two murder scenes
3. Check the URGENT database
Cheers
DM Jubal |
Need you guys to follow the Vengeance link and sign into Roll20. After you sign in, I'll give you control of your tokens.
cheers
DM Jubal |
COMBAT BASICS
Each page of combat, each character gets one panel. In one panel, you get one move and one attack. Activating powers are effectively free actions, unless they have a disadvantage.
I would normally roll Priority, which is effectively Initiative, but we're PbP. I group Priorities good guys and bad guys.
Everyone gets 5 Hero Points.
Please review the Campaign Info tab for a game mechanic refresh.
cheers
DM Jubal |
@Predator,
Climbing is a specialty skill of yours (because it is actually listed on your sheet), so you get to roll twice and take the better. With a roll of 10, you get your full movement (6 sq = 30 ft) speed going down. If you roll 20, I would give you full speed going up. Remember you can move twice, if you don't attack. So, 12 squares
DM Jubal |
@Predator
If you're in melee, you use your Agility to attack and Brawn for damage. So, x2 Attack and x2 Damage.
However, Predator has Martial Arts Grappling which allows him +1 Brawn in Wrestling, which effectively gives x3 Attack and x3 Damage. The Wrestling rules are posted in the campaign info page.
At range, you can pick up a gun or use harsh language, like Wolverine. Or both, like Deadpool.