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That's why I did that attack, to help you learn it, since a good use of Create Object is walls, just like you did!

 

You'll want to look at the Damaging Objects section at page 166 in the core book. Basically, objects only take lethal damage, not the non-lethal that's normally used. Like with characters, they can take Injuries, which gives -1 to further saves, become Disabled, which means equipment no longer functions and walls have holes or, when Dying, its completely destroyed.

 

So, your 28 and 25 passes the save. The 11 fails by 11, which, as per house rules, means it is Disabled, and there's now holes in it! The 19 is an injury, so -1 to further rolls, but further attacks might get through the holes! You can use Create Object to create new walls, of course! Or repair the old ones!

 

16 - 4x Thugs - Unharmed, 1x Shaken

8 - Knight of Earth - 4HP - Bruise (x1)

- Wall TOU+10 - Disabled, Injury (x1)

7 - Spectre - 1HP - Unharmed

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That's a hit. TOU: 17

That's a Bruise and a Daze for one of them, give me an IC.

 

16 - Thug 1 - Bruise (x1), Dazed

16 - Thug 2 - Unharmed

16 - Thug 3 - Unharmed

16 - Thug 4 - Unharmed

8 - Knight of Earth - 4HP - Bruise (x1)

- Wall TOU+10 - Disabled, Injury (x1)

7 - Spectre - 1HP - Unharmed

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Alright, now Max is up close, all three thugs turn to her and shoot: 24 16 16

That's one hit, give me a DC22 TOU save.

 

The last thug recovers from bruised.

 

@Wyverntamer is up

 

16 - Thug 1 - Bruise (x1)

16 - Thug 2 - Unharmed

16 - Thug 3 - Unharmed

16 - Thug 4 - Unharmed

8 - Knight of Earth - 4HP - Bruise (x1)

- Wall TOU+10 - Unharmed

7 - Spectre - 1HP - Unharmed

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Yep. There's a bit between them, so you'll be going through 3 5-foot squares to hit them all, meaning a -3 penalty to each shot. I'll do them in order of Thug 1 to 4.

 

The first attack hits, the rest miss. Good tactic, unlucky rolls.

 

TOU from Thug 1: 12

 

Fail by 13, so he's Staggered and Dazed, which means any further damage will KO him.

 

@Wyverntamer give me an IC.

 

@Darksider42, you're up.

 

16 - Thug 1 - Bruise (x1), Staggered, Dazed

16 - Thug 2 - Unharmed

16 - Thug 3 - Unharmed

16 - Thug 4 - Unharmed

8 - Knight of Earth - 4HP - Bruise (x1)

- Wall TOU+10 - Unharmed

7 - Spectre - 1HP - Unharmed

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Alright, Thug 2 aids Thug 3: 8, and fails at that.

Then, Thug 4 tries tries to aid Thug 3, then: 27. Well. That succeeds.

 

Thug 3 attacks Spectre with +2 from aid: 27

That's a hit, give me a DC22 TOU save.

 

And @Wyverntamer is up.

 

16 - Thug 1 - KO

16 - Thug 2 - Unharmed

16 - Thug 3 - Unharmed

16 - Thug 4 - Unharmed

8 - Knight of Earth - 4HP - Bruise (x1)

- Wall TOU+10 - Unharmed

7 - Spectre - 0HP - Unharmed

Edited by RocketLord
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Well, you can only taunt one of them at once, but rolling for Thug 2, cus just because: 11, not even close.

 

Both turn to Knight of Earth and fire: 11 17, and both miss.

 

16 - Thug 1 - KO

16 - Thug 2 - Unharmed, Shaken (-2 to atk & checks)

16 - Thug 3 - KO

16 - Thug 4 - Unharmed

8 - Knight of Earth - 4HP - Bruise (x1)

- Wall TOU+10 - Unharmed

7 - Spectre - 0HP - Unharmed

Edited by RocketLord
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Yes, that hits. 

 

Since its a natural 20, its a critical hit, which, using our house rules, gives you a few options:

 

Quote

Critical Hits: A critical hit (defined as a roll of a natural 20 on an attack, which would have hit the target's Defense even were it not a natural 20) can have one of the following 3 effects, chosen by the player when the critical hit is rolled:

  • Increased Effect: The critical hit increases the difficulty to resist the attack's effect by +5.
  • Added Effect: The critical hit adds another effect onto the attack, but its effective rank is 0, so the saving throw DC is just the base value (15 for Damage, 10 for other attack powers). The added effect can be anything the player can reasonably describe and justify as adjunct to the original effect: Nauseate or Stun (useful for all sorts of "gut checks," blows to the head or vitals, etc.), Dazzle (blood in the eyes, boxing the ears, etc.), or Drain (Drain Dex via striking the hamstrings or a "nerve cluster", Drain Con for a particularly savage wound), to name a few. The GM decides if the effect suits the circumstances of the attack. The target makes saves against the attack's initial and added effects separately.
  • Alternate Effect: The critical hit results in an alternate effect for the attack, like a use of Extra Effort for a power stunt, except the character suffers no Fatigue as a result. This option can represent a "lucky" attack that does something completely different, like blinding a target, or imposing some other condition.

 

The most common by far is the Increased Effect, but which one do you wanna go for?

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