
Xochipilli Tocal |

Xochipilli Tocal wrote:** spoiler omitted **** spoiler omitted **

Ima Jansen |

T4 Actions:
Once she has closed with the foul beast, her leg snaps up and out in an arc, attempting to land a quick roundhouse. T4: move to row 28; interrupt guard action to perform light unarmed melee attack action (Speed 4, DV -1).
Many apologies for the delay. RL got in the way, as it is sometimes wont to do. Anyway, after doing my "homework", I'm pretty sure I mostly understand how this works now, and I've started updating Ima's profile with her combat stats.
One amusing realization this caused is that Untouchable Opponent currently provides her no benefit whatsoever and is probably not really worth it for any character until he/she has two or more points of Epic Dexterity. Oops. I suppose I now have a good early Advancement goal.
Anyway, let's get this show on the road, shall we? When last we visited Ima, she was starting to make an light unarmed attack (Speed 4, DV -1) in T4 against Red-fur. I believe that she now needs to roll (Dex + Brawl): 8d10 ⇒ (8, 8, 4, 10, 8, 7, 9, 8) = 62, giving 8 successes + 1 automatic success for a total of 9 successes (Wow!).
Presuming that this attack succeeds, I'm going to need help determining damage, in part because I still don't understand what threshhold successes are. Also, note that her kicks are treated as lethal rather than bashing damage due to one of the enhancements on her boots.
Finally, due to the -1 DV accumulated by making this attack, I believe that Ima is now at 4 Dodge DV and 4 Parry DV.

DM Shisumo |

On tick 4 as well
** spoiler omitted **
** spoiler omitted **
The airplane crew:
Ima: Nice roll! (You're wrong about Untouchable Opponent not doing anything for you, though - it adds +1 to your Dodge DV at level 1.) As for damage, you actually don't have all the information you need to know what to roll yet, because I haven't told you. ;)
Red-fur's Dodge DV is 5 (because you are acting on the same tick, she experiences no effects from her own actions while handling yours), meaning that you hit with 4 successes. (More accurately, you hit and have 3 threshold successes, but that's idiotic. 4 successes works just fine.) So you add 4 to your base damage pool. You then reduce that pool by her lethal soak of 3, and roll the remaining dice. Every success inflicts a Health Level of damage.

DM Shisumo |

Per + Awareness = 6d10
Join Battle = 6d10 Does the Wits Auto success count here?
Did I do those rolls right?
Benny:
Impressive roll, my friend!
The giant eagle's Join Battle: 7d10 ⇒ (5, 2, 7, 5, 3, 2, 1) = 25 That's only 1 success, so your two successes beats it. You act first, on Tick 0, and then it will act on Tick 1.

Ima Jansen |

Ima: Nice roll! (You're wrong about Untouchable Opponent not doing anything for you, though - it adds +1 to your Dodge DV at level 1.) As for damage, you actually don't have all the information you need to know what to roll yet, because I haven't told you. ;)
Red-fur's Dodge DV is 5 (because you are acting on the same tick, she experiences no effects from her own actions while handling yours), meaning that you hit with 4 successes. (More accurately, you hit and have 3 threshold successes, but that's idiotic. 4 successes works just fine.) So you add 4 to your base damage pool. You then reduce that pool by her lethal soak of 3, and roll the remaining dice. Every success inflicts a Health Level of damage.
I understand what I missed now, which makes it clear why/how Untouchable Opponent is effective. Reading the following sentence cleared things up. "A Scion's Epic Dexterity also adds a like amount directly to his Defense Values." I had mistakenly been adding Epic Dex in before the division, which is why it seemed like Untouchable Opponent didn't have much value until you had a couple of point of Epic Dex (character sheet has been corrected).
Taking into account this correction, and noting your point about effects on DV not applying until the next tick, I'll amend my earlier statement to point out that, on T5, Ima's DVs will become 5 for Dodge and 5 for Parry (down from 6 and 6 on T4).
Okay, so having taken care of those details, I should resolve her damage against Red-fur. Again, reading the Scion book, it says that this should be determined by "(weapon's Damage + attacker's Strength + threshhold successes + 1)". I'm assuming that this means that her "base damage pool", as you put it, is (weapon's Damage + attacker's Strength)d10 = (0 + 3)d10 = 3d10.
So, combining this with the other pieces, it appears that I need to roll a pool of 4d10 in order to determine how much damage Ima just did to Red-fur. So, 4d10 ⇒ (1, 1, 2, 1) = 5 not only gives 0 successes but is quite a "botch" (phoooey!). What happens now?
Also, although it doesn't matter for Ima (yet), do points of Epic Strength count as automatic successes on damage rolls like this, thus following the pattern I've been seeing so far? EDIT: Oh, wait, I just reread your comments in the discussion thread regarding your modifications to the standard Scion soak rules, which answers my second question.
Also, I definitely understand now how changing the order in which soak is applied heightens the danger potential of any given attack. Even so, it took an awesome roll in the first place to hit Red-fur at all and then a poor roll effectively reduced the damage from the hit to zero. I just went from feeling that Ima might do okay to feeling that she's quite possibly in a heap of trouble.

DM Shisumo |

** spoiler omitted **...
Ima:
Also, remember that you just got stabbed in the back by probability - statistically, 4 dice should produce 2 successes, a reasonably solid hit. You're not as bad off as you think.

DM Shisumo |

Airplane folks:
Tick 5: Trent is up.

Trent Herman |

What timing! ;)

Benny Nomura |

- I want to pull off the Fwy and get at least 50 feet from the road. To not endanger any 'squishies'.
- I will then get my gun out of my bag, in the back seat. Get out of the car with the car between me and 'Beaks' and proceed to shoot it.

DM Shisumo |

** spoiler omitted **
What timing! ;)
Airliners:
Trent's blow knocks the black-furred wolf-man backwards two yards - enough to send him into his grey-furred companion.
Stamina + Fortitude, difficulty 2, to resist being knocked down: 6d10 ⇒ (8, 10, 7, 1, 3, 5) = 34 plus 1 automatic success; that's 5 successes total, so he easily makes it.
The two stagger into one another, but neither falls; they both glare angrily at the Scion, however.
You got 7 successes total, actually, which is reduced by 2 (because of the Black-fur's current Dodge DV of 2), for a total of 5 successes - these are added to your base damage to make the raw damage pool, from which you then subtract his bashing soak of 5 (to a minimum of your Legend score). The remaining pool is rolled, and every success is a level of damage.

DM Shisumo |

** spoiler omitted **
Benny:

DM Shisumo |

** spoiler omitted **

DM Shisumo |

5d10
2 successes. (Including Epic Dex) Right?
Benny:
Benny jerks the wheel sideways, fishtailing for a moment before he wrestles the car off the road. He bounces down an embankment, suddenly finding himself in the mostly-flat and empty Arizona desert, and though rocks, bushes and cacti all combine to get in his way, the terrain is surprisingly conducive to a high-speed chase.
Tick 1:
For a moment, Benny thinks he might have left the massive eagle behind, but he hears a shockingly loud cry from behind him, and the eagle bursts out of the dust cloud it created and swoops after him. Unbelievably, the bird seems to be flying at nearly 50 miles an hour, rapidly closing with Benny's truck. The eagle is Dashing with Lightning Sprinter, and is in fact flying at 49 mph.
On Ticks 2-3, the eagle continues Dashing and Benny continues his Miscellaneous driving action.
Tick 4:
The eagle's shadow darkens the ground around the truck again, and it swoops low once more, swirling up dust from its massive wings. Talons the size of scimitars slam down on either side of the truck's roof. The eagle is attempting to clinch the truck and pull it into the air. The truck's DV is 3 (regular 4, -1 for Benny's Misc action), but this particular manuever gives the truck a +2 DV bonus. Eagle's clinch attack: 7d10 ⇒ (2, 3, 1, 7, 8, 3, 5) = 29 plus 1 automatic success from Epic Dexterity. That's 3 successes total, not nearly enough. The talons scrabble for a grip on the truck's roof, and though they shred the paint something terrible, they cannot find enough purchase to lift the truck off the ground. The eagle goes again on Tick 10 - Benny goes on Tick 5, which is next.

DM Shisumo |

Airliners:
Though Trent manages to open some room up between himself and his attackers, the wolf-man shows no signs of permanent injury - just rising fury.
As far as I can tell, no one goes on Tick 6 or 7, so now we get to Tick 8: Red-fur, Ima, and Xochipilli. If he wishes to have done so, Xoch can have reached the front of the plane where Grey-fur and Black-fur are attempting to flatten Trent.

Xochipilli Tocal |

Attack = 7d10 ⇒ (3, 1, 8, 8, 8, 6, 2) = 36 total successes 4
Damage = 6d10 ⇒ (9, 7, 9, 9, 10, 10) = 54 plus two auto succsess, total success 8 (10 if tens count twice.)
Next move on tick 9
PS; i couldn't find knife in the weapons so I used the stats of a Xiphos (the closest to a knife) but with a slightly less damage.

Ima Jansen |

As far as I can tell, no one goes on Tick 6 or 7, so now we get to Tick 8: Red-fur, Ima, and Xochipilli.
Ima follows the glancing blow to Red-fur from her roundhouse with a combination kick, first by snapping the same leg back up in a front kick, followed by a spinning back kick with the opposite foot after bringing the leading foot down to the ground.
The game mechanics of the stunt Ima is attempting should work as follows, I believe. This is two attacks made as a single action (see p.190). The first is a light unarmed attack, similar to my prior attack. The second is a heavy unarmed attack. The second attack is the smaller dice pool, so it takes a four die penalty. The DV versus the both attacks will be reduced by one. This compound attack is a (Speed 5, DV -2) action.
- First attack: 8d10 + 1 auto => 8d10 ⇒ (5, 10, 8, 7, 4, 6, 7, 5) = 52 + 1 auto => 6 successes.
- Second attack: (6 - 4)d10 + 1 auto => 2d10 ⇒ (2, 8) = 10 + 1 auto => 2 successes.
As an aside, I used to love this combination when I was still studying karate as a kid. The spinning back kick is one of the most powerful kicks available, being very direct, linear, stable, relatively quick and practically useful in a closer range than a side kick; however, in order to pull it off, it requires a distinctive shift of the leading foot, angling it inward. Thus, when this kick is performed alone, the shift has a tendency to project your immediate intention.
On the other hand, by performing it in a combination after snapping a front kick or roundhouse, one can "disguise" this shift by appropriately placing the leading foot in the shifted position when returning it to the ground in recovery from the first kick. This also has the practical advantage of being good against opponents positioned in stances facing either direction, given the fact that the final direction of the kick's force can be adjusted as needed by proper leading foot placement.
The down sides are that the combination can be a bit slow and that the shifted leading foot placement commits one, in the second half of the combination, to performing this kick or a narrower than normal variety of kicks with the leading leg. Actually, I suppose it's also a rather good stance from which to chamber a reverse spinning backhand punch.
Anyway, returning to the matter at hand, after any possible damage resolution, Ima's next action should be on T13.

DM Shisumo |

Xochipilli:

DM Shisumo |

** spoiler omitted **...
Ima:

DM Shisumo |

Airline folks:
At the rear of the plane, the red-furred wolf-woman sees her ally collapse and lets out a shocked howl. Her white-furred companion suddenly leaps across the seats, crawling between the chair backs and the overhead storage units, rushing toward Xochipilli. Aborts his Guard and begins Dashing up the aisle. Current Dodge DV 4, soak 3L/5B. Next action on Tick 11. The red-furred one seems to want to do the same, but Ima is in her way. The wolf-woman slashes twice with her claws, trying to remove the obstacle before her. Two claw attacks, reducing Ima's DVs by 1 against each attack and spending a point of Legend. 3d10 ⇒ (1, 9, 1) = 11 plus 3 automatic successes, for a total of 4 - not enough, even reducing Ima's DVs. Current Dodge DV 3*, soak 3L/5B. Next action, Tick 12.
* Note that this DV applies after her action, and not to actions taken on this tick, such as Ima's attack. For this tick, her DV is 5.

DM Shisumo |

Ok. I maintain my current action.
Ticks 6-9: nothing happens.
Tick 10:
Just as the giant eagle reaches the truck once again, Benny's hand closes on his gun and he throws himself out of the vehicle, landing on the opposite side of the truck from the eagle.
The eagle is making another attempt to grab the truck - this time, since the truck isn't moving, its DV is 0. Clinch attack: 7d10 ⇒ (9, 7, 10, 5, 1, 7, 8) = 47 plus 1 automatic success from Epic Dexterity.
Even as Benny gets clear, the massive eagle's talons latch onto the truck and begin to lift it into the air, a massive mouse in the bird's deadly claws. Benny goes again on Tick 15, the eagle on Tick 16.

DM Shisumo |

On my action I will shoot the giant bird as many times as I can.
Benny:
1: You can fire once, at your full dice pool of Dex (4) + Marksmanship (2) + Accuracy (1) = 7 dice, adding your Epic Dex success as well.
2: You can fire twice, reducing the eagle's DV by one against both bullets. You only roll once, however, and at -4 to your dice pool (for a total of 3 dice). You do add your Epic Dex bonus success, however. Basically, in this setup, if either bullet hits, they both do, but if one misses, they both miss.
3: You can fire twice, against the eagle's full DV on the first shot, but reducing the eagle's DV by 2 against the second shot. Again, you only roll once, at -4 to your dice pool, adding your Epic Dex success, but you determine success individually against both DVs (the full DV of the first shot and the reduced DV of the second shot).
In each of the previous scenarios, you can also spend a Willpower Point to get an automatic success, as well as a Legend Point to get a number of successes equal to your Legend score. In the cases where you are making multiple attacks, because you only roll once, Willpower and Legend Point expenditure applies to both attacks (a nice bonus).
So what do you want to do?
(Also see the discussion thread for a couple things I noticed about Benny's character sheet...)

Benny Nomura |

I'll shot it twice at the -4 dice. Can I spend a Willpower and a Legend? If yes, then that's what I do.
3d10 ⇒ (7, 3, 7) = 17
If it's only one then I'll spend a point of Legend.
(I'm figuring that I really haven't been in a supernatural fight yet and I'm nervous and going 'all-out' against 'Big Bird'.)

Ima Jansen |

So in this case, you'd just be rolling that smaller, two-die pool for both attacks. Are you sure you want to go that way with it?
Apologies for the delay. I've worked 14-16 hour days every day this week. Anyway, yes, I obviously DID misunderstand how to perform the combination attack. So, no, I don't really think I want to do that, then.
Let's just say she did another quick kick and take the first roll for the unarmed light attack (okay, yeah...I'm loathe to give up the rather nice roll) making it a (Speed 4, DV -1) action so that her next action will occur on T12 and her Dodge and Parry DVs will both become 4 starting on T9.
So, I believe that Red-fur's DV should now be 4 (i.e. one less due to her prior action of killing the passenger, the one that was underway during Ima's first attack). If this is the case, then my 6 successes from the earlier roll should net me a hit with 2 successes.
Combining that with her base damage pool of 3d10 and subtracting the 3 points of Red-fur's lethal soak, as before, leaves me with a 2d10 dice pool for the final (lethal) damage resulting from the kick. My roll, 2d10 ⇒ (5, 5) = 10, appears to again not be quite good enough to land anything but a glancing blow.

DM Shisumo |

I'll shot it twice at the -4 dice. Can I spend a Willpower and a Legend? If yes, then that's what I do.
3d10
If it's only one then I'll spend a point of Legend.
(I'm figuring that I really haven't been in a supernatural fight yet and I'm nervous and going 'all-out' against 'Big Bird'.)

DM Shisumo |

** spoiler omitted **
Ima:
So, I believe that Red-fur's DV should now be 4 (i.e. one less due to her prior action of killing the passenger, the one that was underway during Ima's first attack). If this is the case, then my 6 successes from the earlier roll should net me a hit with 2 successes.
Combining that with her base damage pool of 3d10 and subtracting the 3 points of Red-fur's lethal soak, as before, leaves me with a 2d10 dice pool for the final (lethal) damage resulting from the kick. My roll, 2d10 ⇒ (5, 5) = 10, appears to again not be quite good enough to land anything but a glancing blow.
Actually, DVs "refresh" - that is, return to their full values - at the start of the tick on which you next get to act. That's why her DV is 5 against your action; the effect of her previous action has "worn off," but the consequence of her new action hasn't kicked in yet. However, that's still a hit, and you've forgotten the other benefit of having Legend: soak can't reduce your damage pool below your Legend score. With Ima's Legend of 3, even after only hitting with one success, she still has one more die to roll for damage.