
GM SuperTumbler |

Hate to remove him from combat so soon, but I think it would fit the character perfectly. Completely in over his head, dealing with some strange nightmare forces within him and unable to process the overwhelming senses currently overloading his brain. I didn't want to go full nightmare mode yet, so I hope you guys don't mind this.
Makes sense to me. Seems like a Hero Point sort of situation.

Storm Dragon |

Yes. They ran away through your arch.
Got it. Wasn't sure how far they had to run or whether it would take multiple rounds. I'll take an action here in a bit.
Way I envision Cesarina's powers, and justifying why they're all in an array, is that she has a finite amount of Light she can access at once, but no limitations on how many times she can do something, so she essentially just keeps repurposing the same amount of Light for different uses.
It's the kind of thing that always bothers me about divinely empowered characters in fiction, unless it's justified some other way. How do you "run out of power" when you're tapped into an infinite, or near infinite source that actively WANTS to help you?

Good Knight Gracie |

The first round just ended with Cesarina's action and Hellqueen showing up. We're waiting on SuperT to, whenever he is able, update the results of Cesarina's action and post Angel's next action.
Order is:
Oz (unconscious)
Angel
Grace
Eldritch
Cesarina
"Unknown Actor" (probably Hellqueen)

Good Knight Gracie |

FWIW Google Draw does respond to Ctrl-Z for "Undo." I find that quite useful when accidentally clicking on the wrong thing. I get along with it okay, but it is fiddly. I'm sure the digital tabletops are much better but I'd rather not have to have an account or make players get an account to access every little thing.
Speaking of, I forgot to move Gracie earlier where I said I'd move her, so I moved her now. I think SuperTumbler was on the map at the time, so just want to assure I was engaging in no shenanigans. :)

Good Knight Gracie |

It's a shame Paizo's own virtual tabletop thing died in development. It would have been so nice to have one accessible to the boards. I think I still have a login to the alpha but I can't remember how to get there, and I recall there were only limited features (such that I remember after looking at it I'd just as soon keep using Google Draw).
With PF2 now churning out now would be a good time to expand their digital support for their products. Sadly I think however they've just decided to license their stuff to Roll20 or whatever site it is and call it a day (ETA: It's Fantasy Grounds).

GM SuperTumbler |
2 people marked this as a favorite. |

Let's talk about damage (and other bad things that happen when you fail saves).
Here is a handy chart that visualizes the degrees of failure. I linked it in the short campaign description that appears at the top of the page.
When you are undamaged, you roll your save to resist the damage. Usually this is a Toughness Save, but you can also have damage with an alternate save, like Cesarina has that light attack that uses Will as its resistance vs damage.
Unlike in Pathfinder, success/failure is not a binary option. There is success and there are degrees of failure. Each degree is 5 numbers on your check. So if the DC is 25, 20-24 is one degree of failure.
15-19 is two degrees of failure.
10-14 is three degrees of failure.
<10 is four degrees.
Each of those degrees of failure has consequences.
One degree just means that you take a -1 penalty to future saves vs damage. That is all saves vs damage. So if Gracie hits Angel with her sword and he fails the Toughness save and gets a -1 to future checks, then Cesarina blasts him with her light, he takes that -1 to his Will save to resist damage. He would not take a penalty to his save vs a compulsion effect or anything else.
Those penalties accumulate.
Two degrees of failure means you are Dazed and -1 penalty. Dazed means you can only take free actions and a standard action or a move action, but not both.
Three degrees means you are Staggered and take a -1 penalty. Staggered is like Dazed, but you are also limited to half your move speed, which is the same as -1 movement rank.
In my next post, I'll break down what just happened to Max.

GM SuperTumbler |

Death Stare against Max. DC 21 Will: 1d20 + 14 ⇒ (4) + 14 = 18 Impaired
Fortitude DC 20 vs Disease: 1d20 + 6 ⇒ (14) + 6 = 20 Save
Fortitude DC 20 vs Famine: 1d20 + 6 ⇒ (14) + 6 = 20 Save
DC 30 Toughness vs arrows: 1d20 + 14 ⇒ (1) + 14 = 15 -4 ish
DC 26 Toughness vs hellfire: 1d20 + 14 ⇒ (3) + 14 = 17 -1 ishHero point to reroll the arrows: 1d20 + 14 ⇒ (3) + 14 = 17 -3 ish
I think Max is toast. Still not well practiced taking damage. Please don't point me to rulebooks. I've read them, and need to see more examples. Thanks
1. Max fails the Will save by 1 degree. That band of failure would be 16-20. He is impaired, which means he takes a -2 penalty to future checks. Which means he would actually fail those checks against Disease and Famine, but I'm going to ignore that for a moment.
2. Max makes his saves against Disease and Famine, so no problem.
3. Max fails his Toughness save vs arrows by 4 degrees because he is impaired (-2 to saves) So he is incapacitated. If he hadn't been impaired, he would have failed by 3 degrees and been staggered.
4. When you spend a Hero Point to re-roll, you get to add 10 to any result 1-10. So that 3 becomes a 13.

GM SuperTumbler |

What actually happens with all modifiers applied.
1. Fails Death Stare save and is impaired.
2. Fails Disease by 1 degree and is impaired. (They are from different effects, so I don't think they stack.0
3. Fails Famine by 1 degree and is Fatigued. (Same as hindered, movement speed is halved)
4. Re-roll gives him 13+14-2. So that is one degree of failure.
5. Toughness vs Hellfire is -2 from impaired and -1 from failed arrows save. So that is a 14. That is 3 degrees of failure. So he is staggered and a further -1 to Tougness saves.
So the net is that he is impaired, fatigued, and -2 to saves vs damage.

Good Knight Gracie |

Yeah, I must admit there are a lot of things in this system that I’m very foggy with. For instance: my burst area heal. What do I roll?
Hmmm, that's actually unclear in the rules...
"You can heal Damage conditions by touching a subject and taking a standard action to make a DC 10 Healing check. Each degree of success healing one Damage condition, starting with the subject’s worst condition, and working down, as if the subject were recovering rapidly. If the subject is dying, the highest degree of success stabilizes the subject, removing the dying condition. If the Healing check fails, you must wait one minute or use extra effort in order to try again."
There is no such thing as a "Healing" check. Is it supposed to be a Treatment skill check, or supposed to be a check using the ranks of the Healing Power?
(Ironically, my first M&M3E character was a Healing-based character [Rosa Sinclair in my aliases], but it's been so long I can't remember how to use the ability. I tried to check the old PBP she was in to see what I did but I couldn't find an instance of her using the healing power. She did have a high Treatment skill. Sadly the game died due to GM flake.)

"Eldritch" Max Sinclair |

Sorry, that was probably way too much of an answer.
No it was perfect. Thank you for the details. I'll get the hang of it soonish.
Is the penalty specific to a stat? Meaning, if you're -2 from failing a Will save, are you -2 to the next Toughness save?
Also, does the -2 damage penalty stack with the -2 impaired?
thanks

GM SuperTumbler |

Impaired stacks with the other penalties. From what I have read, I don't think being impaired from two different sources stacks. If you are impaired twice from the same effect, you would step up to the next level of the effect.
The cumulative damage penalty affects all saves vs damage, but not all saves.
So if you have to make a Will save vs an affliction (like if the disease were a will save), it would not apply. But if you have to make a Will save vs damage, it would apply.
Its tricky because you can have damage effects that are resisted by anything. You can have damage resisted by Will, Fortitude, Reflex, Toughness, even Dodge or Parry.
Impaired and the save vs damage penalty do stack.

GM SuperTumbler |

Echos Myron wrote:Yeah, I must admit there are a lot of things in this system that I’m very foggy with. For instance: my burst area heal. What do I roll?Hmmm, that's actually unclear in the rules...
"You can heal Damage conditions by touching a subject and taking a standard action to make a DC 10 Healing check. Each degree of success healing one Damage condition, starting with the subject’s worst condition, and working down, as if the subject were recovering rapidly. If the subject is dying, the highest degree of success stabilizes the subject, removing the dying condition. If the Healing check fails, you must wait one minute or use extra effort in order to try again."
There is no such thing as a "Healing" check. Is it supposed to be a Treatment skill check, or supposed to be a check using the ranks of the Healing Power?
I think you would roll with your ranks as a modifier vs the DC 10.

Storm Dragon |

Echos Myron wrote:Yeah, I must admit there are a lot of things in this system that I’m very foggy with. For instance: my burst area heal. What do I roll?Hmmm, that's actually unclear in the rules...
"You can heal Damage conditions by touching a subject and taking a standard action to make a DC 10 Healing check. Each degree of success healing one Damage condition, starting with the subject’s worst condition, and working down, as if the subject were recovering rapidly. If the subject is dying, the highest degree of success stabilizes the subject, removing the dying condition. If the Healing check fails, you must wait one minute or use extra effort in order to try again."
There is no such thing as a "Healing" check. Is it supposed to be a Treatment skill check, or supposed to be a check using the ranks of the Healing Power?
(Ironically, my first M&M3E character was a Healing-based character [Rosa Sinclair in my aliases], but it's been so long I can't remember how to use the ability. I tried to check the old PBP she was in to see what I did but I couldn't find an instance of her using the healing power. She did have a high Treatment skill. Sadly the game died due to GM flake.)
Is there not a Healing skill? I put a bunch of ranks in "Healing" without even thinking about it.

Good Knight Gracie |

Grace can leap up to 60 feet, and I was picturing her jumping up to take the shot before it hit you. If Tumbler feels that's a stretch, I'll go with it, but I figured it still technically fell within the "normal movement" allowed by the advantage.
I should note if you or any character /wants/ to get hit for any reason, say so. Grace generally is going to try to protect her comrades when it makes sense to do so. She isn't going to necessarily Interpose every round but when it tactically makes sense and/or someone's life is on the line I try to remember to activate it.

"Eldritch" Max Sinclair |

Can we please clarify how much that healing healed?
Is Eldritch still impaired with half movement?
I was thinking to head into the door, since it's confirmed open and there's no AOO.
thanks

Good Knight Gracie |

Could you please also consider Grace's request to be teleported inside if that's possible? If it isn't, that's fine, but she's concerned about Gwynn reporting someone else is already in there.
I was considering all the people in front of the door an effective blockade, as you generally can't move through enemies, and I figured once they broke the barrier they'd move up against the door. Still the map shows differently so perhaps I am overthinking things.

GM SuperTumbler |

Healing clarity:
I did some research, and this seems to be how it works.
10 is success
15 is 2 degrees of success
20 is three degrees of success
Because Oz has Energizing as an extra, he can heal damage and fatigue/exhaustion, but it looks like those have to be healed separately with degrees of success.
So the three degrees of success could heal 1 damage and exhausted (exhausted is 2 steps, 1 to fatigued and 1 to normal). Or 2 degrees of damage (dazed) and fatigued. Or 3 degrees of damage (staggered).
Does that sound right? And make sense?

Oswald Searle, aka OZ |

I included it in a post, but I'm sure it got looked over. Should've made it more noticeable. I think I counted the successes wrong. I thought it was 15 and 20, but I guess its 10, 15, 20. So I took on your Fatigue, and I think Impaired and Hindered would've been the next worst?
Healing DC10: 1d20 + 8 ⇒ (12) + 8 = 20
and that’s 2 degrees, yeah? Because I took Energizing,I can heal fatigue, but take it on myself. Eldritch! It’s your lucky day, I’ll take on that fatigue. Besides fatigue, you still heal the next worst too.

Good Knight Gracie |

So, random Mutants and Masterminds question that has nothing to do with this game.
I have been trying, just for fun, to stat up this character (Maggie) from the Read or Die franchise who, among other things, makes animated paper golems to attack people with. In general, it seems easiest to write up her golems as minions created by the Summon power. And a number of her minions work fine with that. But one of her familiars is a giant dragon that she basically uses as transport. As seen in this clip here,, not only can people ride inside the dragon (and Maggie controls it from inside) but it can also engulf other things and carry them. And I'm not sure how to reflect this mechanically. Like, I can make a big construct that flies, but how to reflect that it carries people and creatures and jet aircraft inside it (willingly or unwillingly)? A grab ability and attaching "Affects others" to its Protection power (to reflect that its "skin" is also protecting the people within)?
Or should it be built in a different way entirely, separately from Summon?

Oswald Searle, aka OZ |

holy crap, super paper airplane powers: activate! what a cool power.
Create with movement extra, probably some extras for that sort of precision in flying.

GM SuperTumbler |

Looks like a vehicle to me. I've seen builds that put vehicles or other equipment in an array with things that aren't equipment. She doesn't seem to use any other abilities "in the array" while the big paper dragon thing is working, though she using other paper abilities in between the beginning when we see it and the end.

Good Knight Gracie |

Hmm. There's a lot that makes sense there--at least insofar as using it as transport. That leaves the question of what she does in the second clip--engulfs the crashing jet plane inside the dragon to land the plane safely. Is that a trait the "vehicle" has? She has, as a separate part of her array, the ability to create objects (Create), and those by definition can "entrap" other items inside them if they are hollow, but I don't have the points invested into making them large/powerful enough to, say, carry a jet from high in the altitude to safety (whereas I can stat the minion out to be able to carry that much weight). Is it just a really highly fluffed concept of taking people out of the failing jet and putting them inside the dragon/vehicle?
Of course sometimes it's just not possible to build perfectly in M&M what happens in a comic or action series. The system is so flexible I always want to see what I can make work, though.
And no, she can't use most of her powers conjointly (apart from some minor paper alteration abilities). In the first clip, her opponent is either destroying or Nullifying her effects so she keeps having to resummon her minions.
Thanks!

Good Knight Gracie |

Also true. That was very much a power stunt, I'd reckon.
Now to figure out out to make it calculate in Skis Chargen sheet. ;)

"Eldritch" Max Sinclair |

Some questions:
1. Does Max know a secure place in the Nexus to perform rituals?
2. Can Max recognize the handwriting of the ritual comment?
3. How long would the ritual take linking Max, Gracie and Cesarina?
4. Without hero points, is there a way Max can fuel his ritualist advantage?
5. Would taking control of the Nexus allow them to expel unwanted visitors?
6. How certain is Max that ritual is authentic and not forged to do something else?
Cheers

GM SuperTumbler |

Some questions:
1. Does Max know a secure place in the Nexus to perform rituals?
2. Can Max recognize the handwriting of the ritual comment?
3. How long would the ritual take linking Max, Gracie and Cesarina?
4. Without hero points, is there a way Max can fuel his ritualist advantage?
5. Would taking control of the Nexus allow them to expel unwanted visitors?
6. How certain is Max that ritual is authentic and not forged to do something else?Cheers
1. There is a chamber that is a domed stone room, sort of in the "basement" just for this purpose.
2. He does not recognize the handwriting, though it appears to be from a quill pen, and written next to text printed on a printing press.
3. The ritual would take 25 hours, which is a day in the Nexus. You could spend a Hero Point to ignore the Ritual check and then the ritual would take 10 rounds. This would be to Jury Rig the ritual, which would count for this adventure. Taking long term control of the Nexus is a matter of spending Power Points on a Headquarters. The DC for the Magic Check to complete the ritual would be 30.
4. You can use Ritualist without Hero Points, but Hero Points make it much faster. Note that you can gain Hero Points by activating your own Complications.
5. No, but it would let you take advantage of things like Favored Enemy: Nexus intrudor and Favored Environment: The Nerian Nexus.
6. Reasonably sure, though not completely. Medea is tricky.
4.

Good Knight Gracie |

I'm going on a break for the next 4-5 days. I may check in if I can but if you need a response and I am unable to reply, please feel free to bot me. Happy Yule, Merry Christmas, and a Happy New Year to you all.