Darius Finch

PsiclopsNE's page

177 posts. Alias of ZenFox42.


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3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Does this world have any kind of auto-healing? Drinks or patches or devices that can remove Wounds quickly?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Agility & Wild,-2: 1d8 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (2) - 2 = 0

Soaking :

Vigor & Wild: 1d8 ⇒ 21d6 ⇒ 5 = Success

Down to 3 Wounds at least...
Have we been at 3 Bennies for some time? Looks like I'll need to keep track of them in the immediate future...


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Good grief, how can a roll a 13-17??? Yeah, I know, get *really* lucky with the dice...

Athletics & Wild: 1d4 ⇒ 41d6 ⇒ 6
Double ACE!: 1d4 ⇒ 31d6 ⇒ 1 = 7


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Sorry to be the hold-up, work's been slamming me lately...

Drone #1
Psionics & Wild: 1d12 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (2) + 1 = 3

Assuming that hits :
Damage: 6d6 ⇒ (5, 3, 3, 2, 3, 6) = 22
Damage ACE!: 1d6 ⇒ 2 = 24

Drone #2
Psionics & Wild: 1d12 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (5) + 1 = 6

Assuming that hits :
Damage: 6d6 ⇒ (3, 5, 4, 5, 1, 5) = 23

Drone #3
Psionics & Wild: 1d12 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (3) + 1 = 4

Assuming that hits :
Damage: 6d6 ⇒ (4, 2, 6, 4, 5, 3) = 24
Damage ACE!: 1d6 ⇒ 1 = 25


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Ping?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

This is probably going to take some time...
I didn't see that Psiclops took any damage, and I'm assuming the -2 in Athletics-2 comes from my Distracted state. Please let me know if there's more bonuses/penalties...

Athletics-2(Distracted: 1d4 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (6) - 2 = 4
Wild ACE!: 1d6 ⇒ 5 TN=9


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Sorry, life got in the way there for a while. I promise I will make a full post tomorrow...


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Not spending Bennies on a re-roll. Guess I'll just have to live with it (I hope...).


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Sorry, I just now actually noticed your comment about getting Free Attacks, even tho I read your post for the first time several days ago. Going to pass on them if that gives my position away. I'm happy with getting away from them without getting hit. Hope you weren't waiting on just my reply...


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Yes, but do any of the versions explicitly define what being "in melee" is?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

P.S. - not criticizing you or your decision, just venting against the rules...


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM - you said : "You get a free attack when a target leaves base-to-base contact/melee range. So moving through the squares next to the Drone would draw the attack. See "Defend" in the core SW book pg 99 for details."

This is the one thing I really object to out of all of SW as a whole. Withdrawing says "When a character retreats from melee, all adjacent characters get a Free Attack."

If I just run by right next to someone, and I don't attack them, and they can't attack me because it's not their turn, I don't consider us "in melee". "In melee" to me means at least one attack attempt has been made by one person against another. I'd argue this is a point up for debate, but I know the entire SW community unfortunately agrees with your interpretation. But when I'm the GM, I go by my interpretation.

I hate this so much because it reminds me of my Pathfinder/3.5 days, when such rules required the player to very carefully plan out his path thru melee, which I called "having to move my PC like a chess piece".

I don't know if the official interpretation has changed from when I started playing SW 10 years(!) ago (or if I just didn't understand it), but I recall at the time being very happy that I didn't have to abide by *any* such rules.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Psiclops goes into defend mode (whatever that looks like in-game) and moves 6" towards the stairs.

Let them all attack! FWIW, I went "around" creature #6 (always 1 square between us). I wasn't sure if you give Free Attacks for just moving by right next to a creature or not. Map updated.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM - I'm stumped. I'm completely surrounded, and if I move in any direction, 3-5 enemies may get a Free Attack (or would only the dogs get one, if I'm "visible" only to them?). My PC has been using his powers for a while, does he have any feel for whether a bolt to the floor or ceiling may blast thru? Is there any way I can pull some kind of super-stunt to change my bolt to a blast for just one round?

ALL - any suggestions would be greatly appreciated!


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

No problem. I always confuse Size and Scale, and every time I need to consider it, I always have to refer to the book because it's so confusing. Why did SW have to come up with *two* numbers to describe the same thing??? *Not* FFF in my opinion...


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Just curious, how tall are these things? I'm *way* up at ceiling level...
Also, I don't see anything in the rules that says I can't make an attack against my grappler (after the initial grapple, and at -2) instead of trying to escape - is that correct?
With only 2 Bennies left, I'm not going to re-roll.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Benny time!

Focus & Wild: 1d12 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (6) + 1 = 7
Wild ACE!: 1d6 ⇒ 2 = 9

I just noticed that in my PC header, I have that I have 9 Bennies. I think early on in the game you handed out a lot of Bennies. I'm not going to search all the posts, but I doubt I would have used 6 of them since. Did Bennies "reset" to 3 at some point?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

I'll blast Green, so that if it dies (and with 50 damage, I hope it does!), it can't make a withdraw attack.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Seeing as the canine horrors can give away his general location, Psiclops attacks the one closest to him :

Focus & Wild: 1d12 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (3) + 1 = 4

Assuming a 4 ranged attack hits, he does :

Damage: 6d6 ⇒ (6, 3, 6, 3, 6, 1) = 25
ACE! ACE! ACE!: 3d6 ⇒ (4, 6, 6) = 16
ACE! ACE!: 2d6 ⇒ (5, 4) = 9 = 50! Man, the damage dice gods are being good to me...

And then he moves along the ceiling 6" (map updated)


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

So, just to be clear, the dogs will not attack us?
Also, in your spoiler, you said there were a half-dozen Drones, but the map shows 10, which is quite a difference - I'm assuming the map is correct?

While invisible, Psiclops attacks Drone #1 :

Focus & Wild: 1d12 + 1 ⇒ (10) + 1 = 111d6 + 1 ⇒ (5) + 1 = 6 = 11, Raise

Damage+Raise: 6d6 + 1d6 ⇒ (3, 4, 6, 4, 1, 5) + (6) = 29
ACE! ACE!: 2d6 ⇒ (2, 6) = 8
ACE!: 1d6 ⇒ 1 = 38 I hope that splatters him or we're in big trouble...

After attacking, Psiclops flies up to the ceiling, laying his back flat on the ceiling, and moves 4" (assuming a 10' ceiling, so 2" to get up there) (map updated).


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM - is everything alright? It's been 16 days since you made a post in this game...


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Savant - sorry to hear about that. Hope it's easily treatable.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Drat - I keep forgetting about the Campaign page. Thanks!


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM - I may have mis-interpreted your use of the word "drones" - are they living or mechanical?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Remember, these drones are genetically engineered to fight supers. They might have smelled us or something.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Psiclops moves up one more floor, and mentally asks Karma Are you here? What have you noticed?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Psiclops moves to the stairs, and gets to the third floor. He only takes cursory glances at the floors as he goes.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Since all the players before me in init order have posted, I'm posting now, even tho some NPCs act before me.
It sounds like the front door is unlocked? If so...

Psiclops will open the front door and walk in.

Karma posted something about a locked door to the stairwell, but I can't see where PWGM posted it. To move things along, I'll post for either contingency...

He tries to pick the lock :
Thievery & Wild: 1d6 ⇒ 41d6 ⇒ 5 If that's not a Success for this lock, he'll wait for his next turn to blast it.

He opens the door to the stairwell and starts to climb.

Floors in an average building are maybe 10' tall. At a 45 degree slant, the stairs would be 2" per floor (rounding down), so 3 floors per turn if only stairs. Depending on how much I moved from the front door to the bottom of the stairs, how far do I get on the stairs this turn?

It just occurred to me, if the +4 to my Stealth was because I was invisible, it's actually a +6 because I have "improved" Invisibility.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Since talking is a Free Action, I'm saying this on my turn but posting it now...

Well, our cover's blown. Dr. D *did* say he just wanted this building leveled, so why don't we just do that? Karma can quickly scope out what's happening on the top floor, and then we can just storm the building and start attacking everything in sight.

Is Karma's telepathic link only with Psiclops right now, or with everyone?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

PWGM - as far as I can tell, the following powers are always on : Dodge:-5 to Ranged Attacks; Force Field:-9 to incoming damage; Mind Shield:Mind Control and Mind Reading at -2; Parry:+5 Parry.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;
Doctor Toxic wrote:
Genius was the best buy I made

Re-rolls are really quite powerful. About half the time, the re-roll will be better than the original roll.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Hope PWGM doesn't mind me posting this, but there's a recruitment for a Savage Worlds RIFTS game...in Atlantis! I'm not the GM.

Click HERE.

If you have SWADE RIFTS, you only need one other manual, $10 in PDF form. It has new races and Frameworks, but I'm not really sure you'd even need it if you go with SWADE RIFTS races and Frameworks.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Stealth & Wild,+4: 1d6 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (4) + 4 = 8 = Raise


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

I have my Omega link, but I implied above that I was invisible and waiting at the front door for Karma to let me in if there's no living or mechanical surveillance in the front room.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

I was assuming you'd activated your telepathy. Now that I double-check, you hadn't explicitly said so.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Psiclops has all his gear with him, and is invisible.

Karma, you're the one that can go where you please. If you go in the front door and scope things out, and there's no people or cameras in that room, you could open the door for me to get in.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

So with that in mind Karma, how do you want to handle this?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Is Kara being 'botted at this point, or has her PC left the group for parts unknown? If she's gone, I don't think anyone left has telepathy, so we'd better come up with an alternate communications plan...


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Doc Tox, you in on this?

Psiclops says to Karma "How do you want to handle backup? I could go in with you invisible, so if they detect one of us they'll probably detect both. We can stay on comms with the others, and call for them to storm the place if needed. Whadayathink?"


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Wait a minute - is this an assignment from Dr. D? I thought it was scouting for electronics equipment, which was talked about above. Sorry for not paying attention, but can Psiclops be ret-conned into this?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

We have 3 votes for Firewalls and the Cannery. I think even with Gilgamesh joining, that's a majority. "Make it so!" ;)


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Base Defenses : the base’s entrances have automated turrets equipped with either stun guns or pulse Gatling lasers (team’s choice).

We get the video surveillance (which Karma initially requested) no matter what Upgrade we take, so I'm ok with Advanced Firewalls. Altho I'm sure it won't keep Dr. Destruction from spying on us...

So now we have 2 votes for Firewalls. It's not a majority, but it has the most votes.

Anyone else have thoughts on this?

I'm ok with our location being the Hazel Cannery.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Ok, let's try this : does anyone object to Base Defenses (along with a security system like Karma wants)? Speak now or forever hold your peace!


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Yes. If you buy them from the publisher, you can download updated PDF's for free for eternity.

Their website is : https://peginc.com/


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;
PWGM wrote:
The Security system comes free with a related upgrade.

Well, that changes everything.

I would vote for Defenses.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Ok, so discussion about the security system...

3 out of 4 of us have voted for some kind of security, with Doc Toxic voting to remove the Crumbling penalty.

PWGM said that it would cost $2500-5000 for equipment. Do we even have that much money? How much money do we have? I suggested that we sell the weapons we got from the last job, but no one followed up on that...

Karma, is there any reason you don't want to use the upgrade for a (probably) state-of-the-art security system? It does come with a pretty stiff complication, but that just adds spice to the game.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;
Karma wrote:
Once the security system purchases are made and getting installed by Savant

So, we're not using the upgrade option to trap Security Guards as equipment?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

So far no one's suggested anything other than a security system, which 3 people have said they'd like to have.

Trapping the Security Team option to be equipment seems to be the best option (to get high-quality equipment), IMHO. And no one's said otherwise...

Come to think of it, there's only been 4 players posting lately. I know Atlas is MIA, how many other players are there currently supposed to be in the game?


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

Cute! I found a text-based Morse code translator on-line to read it.


3 Bennies Parry 5/14, Toughness 6/16, RATN 4/13;

"Are we going to sell all the stuff from the van, and all the weapons we got off the gang, so we can have some spending money?" And can we Keep it Short and Simple (my version of KISS), like go to a known dealer, get an offer, maybe haggle over it with a roll, and be done with it?

At some point Psyclops leaves for a bit, goes to his mother's house, and gets his $300.

Do I have to roll-play getting a bed for my room, or can I just say it gets done?

Please see Discussion for my thoughts on getting cameras, etc., which frankly is turning into a long and slow process for me, at least.

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