I'd like to jump in on this, let me know if you have any questions Hmmm. In Character Questions Who are you, and what do you have to offer the party? I have some options, depending on what the team wants/needs:
If you’ve played this character before, tell me about the favorite thing you’ve done with this character so far. Spoilers have info about other adventures… Read at your own disappointment. ;)
Smek:
In SFS 1-05, Smek was able to hide and disarm all of the explosives in just a few rounds (got each in one roll). The when the shifter was fleeing, Smek scored a clutch critical downing her in front of Radaszam and Zo!. Baròleg:
In SFS 1-20 Duskmire, Baròleg’s social skills helped the team not only befriend all three factions but complete the adventure without any combat. Akkedis:
In SFS 1-04 Cries, Akkedis go a hard-crit on the Xill after a teammate spotted it hiding and got a shot in, wiping it out in a second hit. He also stood toe-to-toe with the ghost going down (not dead though! :) ) while the team finished it off. What do you think of Zo!? Have you met him? If so, what’s been your most memorable moments so far with Zo!?
Any memorable moments with Radaszam?
Out of Character Questions
Do you have an up-to-date 'bot me' spoiler -- complete with dice expressions? (Subtle, aren't I?) No, but they can! Will you be willing to bot other characters if I ask you to do so? Certainly. Do you promise to let me know if you get super busy for a few days so we can bot you? I’ll do my best. Are you comfortable with a 2 post a day pace? Mon thru Thurs, yes. Fri, mostly yes. Weekends I can try. What's been your favorite SFS Adventure with this character, and why? No particular favorites, each character is fun to play and I’ve had solid groups so far. The highlights above capture some of the more fun moments.
GM Hmm wrote: I probably should PM Anxa too. If you say my name enough times, I just APPEAR... I don't think we've ever shared table. I'm going step back unfortunately. I'm on vacation from 6/30 to 7/6, and won't be able to post. Let someone who can dive right in have my seat. Maybe I can get in on your next low-level table Hmmm? As an aside... Once I'm back, I'm going to give GMing Red Planet a shot (start 7/7-8 or so) if there's any interest?
GM Blazej wrote: As mentioned above I won't be running Sanctuary of Drowned Delight at this time. I will instead be running a level 1-4 scenario "#1-10: The Half-Alive Streets". With Raevan I have five slots at the table full. There is one more seat open for anyone that wishes to join. Is there still a seat for Half Alive?
eggellis wrote:
I've only got low-tier characters too (2nd lvl is my highest), I didn't realize 13 & 14 were the next tier up... Sorry to throw off the table count.
GM Skeemo wrote: Would y'all be up for 1-02 Fugitive on the Red Planet, or (my preferred choice) 1-03 Yesteryear's Truth? Thanks Skeemo! I've already done 1-02/Red Planet, but I'm good for 1-03/Yesteryear. eggellis wrote:
Eggellis, I have a character I could pitch in for any ( again, except 1-02/Red Planet). And with those two kind GM's offers, I think my dance card is full.
GM Hmm wrote:
Any chance you could do a low-tier run Hmm? I think #1-18: The Blackmoon Survey or #1-30: Survivor's Salvation (1-30 preferred here) could be a good time.
Shifty wrote:
Is 1-32 flagged repeatable? I have a character in it now, and it's a fun. If it's repeatable, I'd be curious to see how it plays out...
Damanta wrote: I tell them that they need to target an intersection because the ammo is explosive. That's why I don't care for targeting intersections. There's a certain cathartic feeling when you get to just blast the enemy directly both in narrative and rules... Not the ground in front of it, or next to it... But after a long or tough battle, just that "I throw the grenade at its face!" feeling. Damanta wrote: I had pretty much the exact same reasoning, which is why I said that a case could be made :) Well played... Well played. :) I would place the TKP with the explosive in the backpack... It's still two action, one step prep work (the harness) one step activation (spell). I'd add, why not use the same logic in the TPK scenario as the other two? The thought process makes sense, and keeps all of the rules intact. Harnessed grenade, strong string, spell fires, d6 B if it hits, determine intersection by player facing and die roll, boom? Why negate the explosive quality when you can keep all rules intact. Garretmander wrote: A 0 level spell being able disarm at range with no save and no attack roll is obvious oversight. Agreed, I couldn't see arguing a standard Ref save. I feel this spell got a last minute edit that left it more open to mischief. Though am now partial to the surprise attack of popping a sidearm or melee weapon out of its holster/sheath - preemptive disarm, damage, and maybe break the weapon. That's a nice combo.
yukongil wrote: You must be a blast to play with...as long as its in an intersection of course! Ok, I'm going to acknowledge a clever dig but since I started this thread I'm going to back Damanta before we drift into anything even vaguely ouch-ish. Everyone has been great so far, sharing thoughts and engaging. Written quips can go south REAL fast without the contextuals that let the table know where frustration and fun switch over. I'm enjoying this too much to cross over! :) Yukongil, well-played and a playful quip. Damanta thanks for keeping it open and honest. Soon I will craft a clever and deadly psychic soldier feared far and wide for his "mind bombs"!
Damanta wrote:
This is the part I think we'll get stuck on. A "live" grenade would explode, regardless of where it is. Targeting an intersection is a rule to make AoE easier to map for who is hit/who isn't. I don't believe that rule would negate the explosive quality rule. Out of curiosity, how would you rule the explosion if someone used Pull the Pin? Or if a character tried to hide an explosive on an enemy for later booming (timer/detonator)? Neither of these would target an intersection, but would be attacks with the explode quality. Damanta wrote: Flinging admantine or cold iron or silver things doesn't allow you to bypass damage reduction: "the type of object thrown doesn't change the damage type or any other properties of the attack." I see your point. I read that differently, and waffle on which I'd go with now. With the "or any other properties of the attack", I read this as if you were standing in rubble and flopped an [insert material] the attack would be "1d6 B [material type]" not changing any of the properties used in the attack, you're reading it as just "1d6 B" no modification of the spell damage line. I don't like stripping a material of qualities with a 0-level spell but for RAW purposes the spell line reads better. I suppose a pocket full of copper BB's is cheaper in the long run too. Damanta wrote: Edit: you could make a case for not being able to do anything to attended/held objects because of the rule that effects that deal damage to objects generally don't affect those: "Effects that deal damage generally affect unattended objects normally but don’t damage held or attended objects unless the effect specifies that they do." (page 242) I read the "but don't damage attended objects..." as I can still remove the weapon from my opponents hand and it is now an immortal object since it is attend AND it cannot be damaged. (Joking, if the disarm was allowed the object would be unattended. Just a funny rules thought.) I don't read that as other effects don't happen (like being disarmed), just that you can't break it.
Damanta wrote:
No, not emulate. I don't see this using this on an opponent's grenade to the same effect... Though the thought of pummeling an enemy with their own miscellaneous equipment is amusing. I agree, it wouldn't cause the grenade to explode and that feat chain is established. I'm saying the rules support grenades being used without targeting an intersection. The primary object to the TKP grenade launcher. I will say, this spell is ripe for funky uses (or abuses depending on perspective). 1. That you can launch ANYTHING "weighting up to 5 pounds (less than 1 bulk) or less and do 1d6B... How many pea-sized spheres do you think you can make with L bulk (0.1 lbs) out of adamantine? Silver? Any material to negate DR or gain an effect? 2. Why can't you disarm an opponent with it, "fling an object"? The object doesn't have to be unattended, and there's no minimum distance to travel. Throughout a fight thwack an enemy with the pistol or rifle they carry mere inches away, if you win initiative before they might even be able to draw it. Keep going until they or it breaks. Maybe even target the pin in their grenade if you can argue clear LoS/LoE. (Agreeable this would likely invoke the generic save rules for attend objects, but still...) From the Core book (mostly so I can stop flipping through):
Since there isn't a specific hardness or HP for grenades, wouldn't you just use the generic item rules which (I think) is 5 + item level for both, though "sturdy" items would be higher and weapons are identified in the sturdy example. So a level 1 grenade would be 6 and 6, so the spell couldn't break the grenade (unless you hit something that ignored hardness). I wouldn't say it makes grenades more powerful... An extra d6 to one creature only has an impact for a few levels. At those levels, rampant use would be cost prohibitive. It does make a caster more accurate with a moderately expensive 1-use weapon though. Telekinetic Project targets one object and one creature. So the caster can pick what they lob and who it gets lobbed at... Targeting an intersection is valid rule issue, I can see the spell (and other telekinetic-style spells) easily launching a number items that would have similar issues. I admit, targeting intersections is rule foible I don't care for. Someone a few posts back mentioned looking at requiring the grenade prof. I'm curious about that line of thought?
Nefreet wrote:
I kind of see your point... Here's two counters. Why couldn't it target a held weapon? I don't have the book with me as I write this, but I don't believe it states an unattended item requirement. I supposed if you targeted a held item, it would cause a Reflex save like similar spells. One the caster could choose to fail when they launch the grenade, but that an enemy would roll. Second, even as one item grenade/string/harness the reaction would still be a throw grenade... Spell pulls grenade, grenade pulls string, string pulls harness. Spell isn't strong enough to break harness or string, pin pulls (being the weakest link in the chain), grenade throws. With hardness and HP, I would doubt a d6 would break a grenade. Grenades are pretty unique, being fairly strongly built but also built to take itself apart. As for where the grenade lands, scatter chart for intersections around the target. Maybe some question about how much it bounces?
I saw an old thread about this, but it didn't really conclude on one side or the other... Most of it talked about impact-triggered grenades. Here's my thought. A harness with standard pin-pull/throw grenades on it, each pin is tied to the harness with high-tensile thread/string. Telekinetic Projectile (TKP) is the used to "throw" the grenade. String pulls the pin. Grenade sails to target, hits dealing B damage per spell, then explosive shenanigans ensue. A relatively simple low-level grenade launcher. Slightly cost prohibitive, but gives a caster some flexibility and a few high damage rounds of combat if needed. Thoughts?
An android enters the room, making a calculated assessment of the room. It's gaze pauses for an uncomfortable time on the Lashunta studying her datapad. It moves to wall not far from the door. Standing back to the wall, the android addresses the Lashunta in a flat, bass voice "Greetings, I am identified as AMOSU. I am please to assist with any technical needs you may require." It then stares, unlbinking at the door waiting for any others to arrive.
1. Player Name - Jay
Useful stuff: Genderless Android Mechanic (Exocortex) 1 | Stamina: 6/6 | Hp: 10/10 | Resolve: 5/5 | EAC: 12 | KAC: 13 CMD: 21 | F:0 | R:+3 | W:+3 | Init:+1 | Perception: +5 Nothing unusual, just the standard race/class bonuses.
GM Cellion wrote:
What is the level range for the scenario? If you don't mind someone new to PbP, I'm good with the 1/day post ratio. I've got a level 1 Lashunta Op with one adventure under his belt (table top), or an untried Android Mechanic I'd like to try. |