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female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() It would not bother me if someone introduced another PC with some powers not primarily geared to melee or shooting ability. When I started role playing (quite possibly before some of you were born), we almost always ran two characters at a time. This was 1st edition DnD, so character were quick and easy to create. But it meant that if one PC got sidelined by injury or killed, the player always had a second PC to play. We all just sort of assumed the two characters were familiar enough with each other to work well together, so they could coordinate actions to best effect. No one seems to want to do that any more. It was never a problem to run two characters at once for me; more fun in fact. I wouldn't mind creating a PC to run and could keep to the limit of 13 PP. It just might take a while for me to get it done as I'm involved in a lot of PBP at the moment. We could recruit, but it seems we have mostly all the same players in all the SW games on Paizo's PBP boards are playing in each SW campaign. It doesn't seem like a system that a lot of people play (at least not on Paizo). I expect ZenFox knows of forums where SW is discussed for purposes of recruitment, so that might get some new players. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() I'm not particularly worried about pacing, even though I've expressed some opinions about the way SW mechanics work in PBP. Most problems are solved if people check posts daily and post as soon as possible once it's their PCs turn. A different kettle of fish: PC attrition seems to have left us as a group that, except of Fortune's super sorcery, is mostly tough combat types. While there are plenty of super heroes in that mold, it would add more of a comic book super hero vibe if we had maybe one more PC with some super powers not focused primarily on conventional combat. Having opponents who have super powers would add some of that flavor. So far we've only been fighting relatively normal gang types just with superior weapons and armor. Combat's still fun, but somewhat predictable. I'm not criticizing anyone here, just to be clear. Just musing about the tone of the campaign. Maybe on our next advance, someone could take the sidekick edge (even though that's usually reserved for advanced PCs, just to add a character to the mix with some different powers. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() "If we are dealing with street punks just tryin' ta survive on the mean streets in the aftermath of the V-sorrys takeover, I'd be mellow with tryin' ta play nice," Fortune offers. "But we're moving up the food chain here an' dealin' with heavy hitters who don't care for the people on the street. Take them out and we defang the smaller fish they use for their corrupt business model." Fortune again suggests finding a place for ANGEL to stay safe and do what she does best. Fortune will try to find a place near enough to the action to use her spells in support while not drawing attention to herself. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Thanks. Can we get the length and width (approximately)? Is the access to the door to the roof a ladder or a stairway? I assume there are fire escapes leading down from the 2nd level to the outside, which would probably add a couple more ways into the 2nd level. I'm asking these things because one preparation Fortune would want to make is to try to lock or block the ways into the 2nd level. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Notice: 1d4 ⇒ 1
Fortune glances at the place(s) with torn clothing and doesn't notice anything suspicious, so she shrugs and says, "You're a tough cookie!" See discussion post for Fortune's suggestions for what to do with the two hours. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() It appears that the team now consists of Fortune, VeeSix, A.N.G.E.L., and Hellion. Is there anyone else? It might be a good idea to go through the Current PC panel and eliminate all but these current players. Powers
So we are basically very good at fighting but only Fortune can do supernatural stuff like flight, illusions, bolts and such. She is limited to only about 4 such things and they don't last very long, so if there is some super power you'd like Fortune to give you via a sorcery spell, let me know. We could have VeeSix and Hellion be the one's to deal with whomever the dealer brings to the fight, keeping ANGEL in a sniper's position with a view of the second floor area. Fortune can also either be in the second level area to respond to threats from there or with the group confronting the dealer. Either place she could transition to the other if needed at the cost of one spell. We could use the time to construct a sniper's position with conventional shielding, like metal plates if we have access to them with an opening through which to aim ANGEL's gun(s). Fortune could supplement this with a sorcery based power to make it very hard for enemies to hit her unless they can get past all the physical and super shielding. Alternative: construct the sniper's nest to support VeeSix and Hellion as they deal with the dealers and let Fortune monitor the upper level. Either way, we should do what we can to lock/block the doors into the upper level. Could we get a detailed description of the meeting place: size of rooms, entrances, windows, catwalks, plus any equipment or junk already there for use as cover or other stuff? ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() "Angel, there you are. Can I help with your .... wait weren't you injured in the fight? Did someone else heal you?" Fortune is confused. Fortune already volunteered for the overview position. She also suggested we lock down the doors or set traps for those trying to entered through the doors, if there is time. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Hmmm. I guess that's right. I've been playing SW Rifts which has powers that do use PP, so I guess I got used to the idea of worrying about how many PP it costs to use those powers. If there is any PC still in need of healing, let me know. Since Fortune is not as useful in fights she can make up for it in helping those with wounds. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() So I was asking about the SPP. Fortune has the Super Power version of Healing, which means she has to spend SPP each time she uses the power. My question was how many points of SPP does a character get each day for such uses? ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() If we are inside the Golden Hour, Fortune can use a benny to cast a healing spell. She also, however has the super power for healing, so when I asked about the power points per day per character, I was asking about each character's own personal power points for super powers. She used some of her own PP to heal herself and may have used more during the battle although I'd have to do a review to check if and how much was used. I'll make the healing roll for each injured person and we can sort out her personal power points later or use a benny for a sorcery spell if necessary. Fortune takes a close look at Hellion's wound. "My mother had a way of healing my boo-boos that I only later figured out were her using a super power to literally heal the cut or scrape. For a while I thought when mothers said 'Let mother kiss it and make it better' they really did make it better. Anyway, I have the power too, so let me try to help. I won't kiss it, however." She gives a wry grin, focuses on her hands, which start to glow with a very warm, comforting light. She touches the wound and the light transfers to Hellion. Focus: 1d10 ⇒ 10
Success and a raise: so 2 wounds healed. Hellion's wound glows and as the light fades, the damage is healed. Fortune does the same for Angel. As of the last status spoilers, she had 2 wounds with a question mark, so not sure if this is needed. Focus: 1d10 ⇒ 3
The light does not glow as brightly, but the wound heals some. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Fortune has the healing power, but her main super power is her ability to cast super sorcery spells, which requires bennies, and she is down to 1 benny. How many power points do we get per day? I can't seem to find that in my profile. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() I'm assuming the actual event we are planning for is going to take place far enough in the future for us all to recover health and bennies before it commences. Fortune suggests that she can monitor the warehouse from above or if the group has a drone that can monitor things, then she can use her spells to fly/teleport/go insubstantial to put herself in a location to help, so we have some flexibility. She also suggests blocking doors we don't want people using and maybe adding some traps in case the blast through. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Devil's advocate here. With SW it is possible to go early in one round, then go late in the next round, giving the enemies two attacks on you before you can respond. Of course, the reverse is possible so that the PC might get an extra attack on an enemy due to the luck of the draw in consecutive rounds. Perhaps that makes taking one or more of the initiative related edges desirable. But then that is another potential slowing factor. If the GM has to wait after posting the initiative cards for someone with an edge that allows her to choose where to go in the initiative, that can add time before the action starts. It might be worthwhile for someone with time and knowledge of the system to suggest a set of SW house rules to use when playing by post, with an eye toward removing situations that require interrupting the action to await a player who has an option to decide on before anyone else can go. If only there was someone who is retired with lots of time and an intense interest in Savage Worlds and lots of PBP experience. Hmmm. Who do I know like that? :) ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() One thing that SW has that PF does not is the ability to soak wounds. So when a PC is receives a wound/wounds, the GM posts that and then has to wait for the player to respond with a soak roll before moving on or to assert that she will not take the option to save a benny. Since soaking requires spending a benny, the GM cannot make that decision for the player and make the soak rolls for the player. In PF, some damage gives the player a chance to roll a saving throw to potentially reduce the damage, but if the GM wants, she/he can use the known stats of the PC to roll the save. The save must be rolled and the roll details are known by the GM. Our game has also been slow because players often take more than 24 hours to post. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Notice: I will be away from home for the weekend, so 'bot me if needed. I have access to hotel WiFi but I've tended to have trouble logging into the Paizo site to try to post with a tablet or phone. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Playing character in the Starfinder Society games or Pathfinder Society games is a good way to get experience without being in a long term campaign. If you can play at local gaming stores, you can level up pretty quickly through those games. PBP online games take longer, but each scenario only takes a few months. Three scenarios and you go up a level. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() I think I'll pass, although it would be an interesting setting. There was a halfway decent movie based on a comic book called Jonah Hex a while back that was of that genre. I think there is a TV show called Winona Earp that fits as well. Of course, for the old timers, there was Wild, Wild West (series was much better than the movie). For those who don't know, Paizo has just published the 2nd edition version of Starfinder Core players rulebook. It uses the same rule set as the Pathfinder 2nd edition. If you are not familiar with the 2nd edition of Pathfinder, it's a solid improvement on the original d20 rules. Character creation still has many options but they've streamlined the process to remove all point based rules like spending points on your attributes or your skills. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() I meant to specify that Fortune's last attack was using nonlethal damage. That was the point of choosing to go with fists instead of the knife. Sorry I left that out. Fortune starts setting weapons far from their former wielders. "Anybody 'sides me hurt?" If no one is injured more than Fortune, she will use her healing power on them. Otherwise she uses it on herself. She concentrates draws some warm fuzzy energy into her hand and touches the wound to deliver the energy where it's needed. Expending last benny for the spell. Focus: 1d10 ⇒ 9
That's a raise, so that heals two wounds. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Just noticed someone with an ongoing SW Deadlands campaign is recruiting for some new players. Recruitment link as of July 23. Seems it might still be open. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Fortune grins as she gets vengeance on the ganger who hurt Angel. As she readies to attack the last ganger still threatening Angel, she struggles with her better nature to try to just beat him into unconsciousness rather than going for a kill with her knife. If she can make a spirit roll, she will tamp down her vengeful nature. Spirit: 1d10 ⇒ 7
"I call this punch my FAFO special!" Fighting, unarmed: 1d8 ⇒ 5
Strength: 1d8 ⇒ 4 + Martial Artist/Martial Warrior, Melee Attack: 2d6 ⇒ (6, 5) = 11
Raise: 1d6 ⇒ 1 ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Except all those edges only apply to melee attacks, so wouldn't the text regarding the edges properly read "damage die from Brawler, Bruiser, Martial Artist, or Martial Warrior Edges is added on to a character’s unarmed attack."? Probably just poor editing, so I won't argue the point further. I want to be able to do extra damage with the dagger, which the Melee Attack provides and also gain the damage when making unarmed attacks. So I'll leave the points the same and use the following rolls. Unarmed
Unarmed Damage
{dice=Raise]1d6[/dice} Dagger Damage
So both attacks get an extra d6 damage. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() I see now the bonus to the attack die from martial artist and warrior only applies when using unarmed attacks. I took away the bonuses for the dagger attack in my combat dicebot section. That would make the attack result a 7 instead of a 9, which might still hit. As for the damage, the Melee Attack power says "A character can also enhance her melee damage by using this power, which applies to all armed and unarmed Fighting attacks." In the rest of the entry, it refers to melee attacks, which I assumed in each case uses the above definition of the effect of the power. Table lists strength + d6 for the cost of 2 which is what I purchased. Edges: A damage die from Brawler, Bruiser, Martial Artist, or Martial Warrior Edges is added on to a character’s melee attack. A hero with the Martial Arts Edge and 4 points in this power, for example, rolls Str+d4+2d6.
Weapons: Add any weapon damage to the total. A hero with melee attack +2d6 and a short sword (+d6), for example, causes Str+3d6
Her dagger does d4, but it has the special weapon power. So as I see it, the damage Str + d6 (from the combo of MA and MW) + d6 (from this edge) for unarmed damage. The dagger has the special weapon power to add a d6 above normal dagger damage (d4). So with a normal dagger, the damage would be Str + d6 (MA, MW) + d6 (Melee Attack) + d4 (dagger) With the Special weapon dagger, she adds a d6 onto that. If I'm misreading this, let me know how. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Fortune attacks the gang member who wounded Angel, hoping for a little righteous vengeance. She uses her knife, hoping for a lethal hit. Fighting: 1d8 ⇒ 5
Strength: 1d8 ⇒ 4 + Dagger: 1d4 ⇒ 3 + Martial Artists, Martial Warrior, special weapon: 3d6 ⇒ (5, 5, 1) = 11
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female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() I'm wondering if there is a better system than the one Zenfox uses to start each new round, with a bunch of spoilers that I imagine take a long time to generate and/or update. I'm thinking better for Zenfox, easier to keep track and post. I'm thinking create a spreadsheet on Google Drive. Put a row for each character, PC and NPC, and columns for all the details. Share that with a link that allows all the players to see the link and open the spreadsheet (view only would be fine as you may not want players changing data). Then just update the things that change and repost the link to the spreadsheet or keep the link the the profile header of the GM.. Such spreadsheets are relatively common in PBP in my experience, often used to keep track of treasure found and help with dividing it and figuring out shares. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() It's all right with me. If you want a rationale, perhaps there is some residual effect of Fortune's spell to lower their fighting and shooting dice, making them less effective at defense. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Fortune grits her teeth and keeps fighting despite her injuries. The ganger has triggered her vengeful nature and she presses the attack, hoping to get past his guard by taking advantage of the expectation the enemy might have that she will run away or be unable to fight effectively with her wounds. She stabs fast and hard. Fighting: 1d8 ⇒ 7
Dagger Damage
If this hits, (perhaps enabled by the lower toughness and parry values, thank you very much) it may be an opportunity to try a table to determine what vital part the knife reaches to do so much damage. Since she is down to one benny, she will not attempt a soak roll, in case worse comes to worst and she takes another two wounds. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Did a review of posts and we were both wrong about the number of bennies Fortune should now have left. She starts with 6 (1 extra from Young Hindrance, Luck and Extra Luck edges)
Fortune has cast 5 spells and used 3 rerolls, so she is down to her last benny. She'll stick to combat. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() GM_ZenFox42 wrote:
Does that include the additional bennies we got for jokers? I'd have to do a detailed review of the battle to be sure myself and I'll be unable to do that until I get back from camping. 'bot me as needed. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Fortune attacks the same gang member she had blinded and attacked earlier #5. She uses her magically enhanced athame (magically enhanced dagger used in rituals, a gift from her mother). Fighting: 1d8 ⇒ 2
Spending a Benny to reroll. Fighting: 1d8 ⇒ 5
Strength: 1d8 ⇒ 4 + Dagger: 1d4 ⇒ 1 + Martial Artists, Martial Warrior, special weapon: 3d6 ⇒ (2, 1, 5) = 8
Wild: 1d6 ⇒ 4
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female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() An example from the Runelords game: You asked for a notice roll at a door. Assuming there is something in particular to notice, maybe some noise inside to indicate what might be inside, you could put the result of a success under a spoiler. In the New West Rifts game, the GM asked for a notice roll as well, so depending on what is there to be noticed, that would be another place where a spoiler could speed things along. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() GM_ZenFox42 wrote: I can't think of any situations where I could anticipate that the PCs would want specific information - can you suggest a few? Thanks! Here's an example: The group enters a room looking for information about who lives there or enters a crime scene looking for clues about what happened. Put something relevant under a spoiler for a notice success and something additional under a second spoiler for a raise. Or, in the room is a contraption. A success on a science roll would reveal something about what it is supposed to do. A raise would reveal how it is able to do that, if that is relevant, or maybe just a secondary purpose. If doing research about something could reveal some important information, then put that information under a pair of spoilers, one for a success and another for a raise perhaps allowing either a research roll or a common knowledge or academics skill if appropriate. Similar things might apply for skills like academics, common knowledge, hacking, occult, or survival. Basically, any situation where you might ask people to make a roll to see if anyone knows something or notices something or can figure something out. By putting the information to be discovered under spoilers, you allow each PC to roll and learn the information independent of each other and you don't have to make a second post to reveal what the PC rolls might provide. The first PC to get a success can share that information with others or keep it secret as desired. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Seeing that the ganger she attacked is still blinded, Fortune steps back, draws the 2 of pentacles from her tarot deck, concentrates, and sends out little cartoon-like tornadoes that affix to each gang member and the leader before blending into their heads causing difficulties with their fighting or shooting skills. Focus: 1d10 ⇒ 4
Spend a benny to reroll this. Focus: 1d10 ⇒ 5
Power: Lower trait of the gang and gang leader, fighting if the target is using melee attacks, shooting if the target is firing a ranged weapon. PP: 2 for the basic effect + 5 (+1 per additional target) +2 (any trait) = 9; well below the super sorcery limit. Effect: Fighting or Shooting trait of each enemy is lowered by 2 die types (to a minimum of d4). This lasts until the end of the target’s next turn. "You are now the gang who can't shoot straight or fight your way out of a paper bag! Ha!" ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() I wasn't suggesting you should have anticipated my questions. I mentioned the technique for situations where you know PCs may want/need information that a roll can facilitate. It can reduce the number of posts needed to accomplish the determination of who knows what. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() My reading was that the damage doesn't get an ace if you are striking do do damage to an object. I think any trait roll can ace, although it some cases, an ace may not make any difference to the result. Might need to reread that myself. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() GM_ZenFox42 wrote:
Thought I'd transfer this to the discussion thread. Thanks for posting your policy. I'm used to Pathfinder which utilizes the kind of rolls you described as free actions to give a mechanism for deciding what things a character can notice or know about based on their skill levels. So that is behind my method. There is a useful technique used in most Pathfinder/Starfinder games, which is to put some information PC's might know or things they might notice under a spoiler. The label of the spoiler gives the DC and the skill. That way, players can have their PC roll the skill and if they beat the DC, they look at the spoiler. Saves some back and forth. In SW, I'd think you could do the same thing with a trait roll plus any bonuses or penalties. When I am the GM, with player's permission I do these rolls under a spoiler marked "Behind the Screen" and then notify the players who made the DC about the information the PC(s) know or notice. Depends on whether players want to make their own rolls or are OK with the GM doing it. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() @Hellion: You got an ace on that d12 roll. I don't see anything in SWADE, but in some game systems, like Pathfinder, the disarm maneuver does not work on a gauntlet. But if you do enough damage, you can break the thing. And you did enough damage to break a knife, sword, or shield. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() When I'm asking for information about the situation prior to announcing my PC's action, I sometimes make a roll, not being sure if a roll is necessary but figuring you can use it if it helps or ignore it if it doesn't. Either way, I'm not necessarily wishing the roll(s) to represent an action. If you prefer, I can ask for information and wait to see if you want me to make a roll and whether that roll is considered an action or not (I'm also okay with you making the rolls for me). That takes more posts but I can do it that way if you prefer. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Not sure what spells might help, Fortune decides to just wade in and join the fight. Having given the gang a chance to surrender, her vindictive nature kicks in and she draws her special dagger and attacks the ganger currently blinded. #5 Fighting: 1d8 ⇒ 2
Dagger Damage
Underwhelming but lets see what happens. ![]()
female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Does the gauntlet the leader put on appear to be a technological device that the power Malfunction could affect. In case either notice or occult skills would help if it is not obvious. Notice: 1d4 ⇒ 1
Occult: 1d10 ⇒ 1
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female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() Fortune is near the front door which I assume is open, so when the fun begins, since she made the spirit roll, I'd think she could peer in and see what happening. Her action is the same whether it happens during the surprise round or after. Fortune quickly draws a card from her deck, the eight of swords, which shows a woman tied up and blindfolded in a circle of eight swords stuck point first into the ground. She concentrates and a mote of blackness hovers above the card a moment and then zooms into the room toward the hiding places of the gang members, where it separates into multiples of itself which fly at the eyes of each ganger. Those hit are blinded as a black tar-like substance covers their eyes. Spell/Power details: Spending a benny to cast a super sorcery spell, which is the Blindness effect (2 points) enhanced with power to target all in a medium or large blast template (2 or 3 points) and strengthened to make it harder to resist (1 point).
Focus roll versus target's vigor. Strong makes the vigor roll at -2 to shake the effect. It's not clear from the description whether this penalty also applies to the opposed vigor roll. It specifies just the vigor roll to shake the effect, which is done at the end of the target's turn. If the affected target's roll succeeds the victim suffers a -2 to all actions requiring sight or -4 with a raise. Each success to shake the effect removes -2 penalty points, with a raise on the vigor roll negating the effect entirely. Focus: 1d10 ⇒ 6
Since we don't have a map, you decide how many Fortune can affect without affecting her allies.
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female Human Super | Bennies: 1 | Parry 11 Toughness 18 (13 heavy) RATN 8 | active power +8 points of Power Armor rounds 0/5 (ends after this round)
![]() GM_ZenFox42 wrote: Fortune, what was your roll for? You wrote: "How about : everyone make a Spirit roll, and on a Success you get an Action card in this first round's initiative?" I didn't see that until after everyone else had rolled and you dealt the initiative.
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