Dr Archeville Posted April 28, 2008 Share Posted April 28, 2008 Will we be starting with just 1 Hero Point, or will folks with Luck also start with their allotted number of bonus Hero Points? (I.e., will Doktor Archeville start with one HP or three?) Link to comment
MarkK Posted April 28, 2008 Author Share Posted April 28, 2008 People with luck have what luck gives em. Link to comment
MarkK Posted May 2, 2008 Author Share Posted May 2, 2008 Sorry on the delay, was just sorting out how to handle the separate situations. Okay.. before continuing, I need initiative rolls from Mongrel Angel, Legionnaire, Captain Wonder and Doctor Archeville. Link to comment
Dr Archeville Posted May 2, 2008 Share Posted May 2, 2008 Doc's initiative roll (1d20+1 = 15) Link to comment
shazam Posted May 2, 2008 Share Posted May 2, 2008 Got an 8, could be better. Got a twenty, not too bad. Link to comment
nareik123 Posted May 2, 2008 Share Posted May 2, 2008 Sir tanks-for-the-welcome got a mighty 25 Link to comment
Nyrath Posted May 5, 2008 Share Posted May 5, 2008 So, is the good Legionnaire going to start the sparring match since he's got the higher initiative? Or are we waiting for word from Markk? Link to comment
MarkK Posted May 7, 2008 Author Share Posted May 7, 2008 Deep embarassed apologies on the delay given my own desires to keep things moving, life has gotten busier for me than expected. Mongel Angel and Legionnaire can indeed get to fighting. The initial wave of combat drones had a bemusingly poor initiative roll, Captain Wonder and the Doctor, go for your laying into them whenever you like. Finally, working the jungle gym of sorts that Emissary and Velocity are going on like this: ultimately a series of acrobatics rolls of increasing difficulty as the speed and complexity of the shifting patterns of the bars and the like keeps ramping up. Basically, make the roll, and describe all pretty like an initial pass through the gym with it. The starting DC is 15 (yes yes, a fairly easy roll to make). I'm keeping the ic posts for each group's excercise separate to see if that's any less confusing. Link to comment
Thevshi Posted May 7, 2008 Share Posted May 7, 2008 Well, not a great acrobatics roll, but good enough. A 23 I'll try to get a IC post with stuff soon. Link to comment
Nyrath Posted May 7, 2008 Share Posted May 7, 2008 Guess I'll just have to wait to see what the our good Roman does, cause it'll likely affect Mongrel Angels first action in the fight. Link to comment
Nyrath Posted May 8, 2008 Share Posted May 8, 2008 Impervious Toughness 7 keeps me from being bothered by Legionnaires attacks, as yet. Link to comment
nareik123 Posted May 8, 2008 Share Posted May 8, 2008 And what strength are you. I tell you now, Legionnaire loses this and he's being archived. Link to comment
Dr Archeville Posted May 9, 2008 Share Posted May 9, 2008 Because of losing one fight to a girl? Or for losing a fight to a girl who happens to be the granddaughter of a mythological being that is semi-native to a religion that his people (violently) opposed? Link to comment
MarkK Posted May 9, 2008 Author Share Posted May 9, 2008 And what strength are you. I tell you now, Legionnaire loses this and he's being archived. Honestly, how do you think sparring against Emissary would have gone? Link to comment
Thevshi Posted May 9, 2008 Share Posted May 9, 2008 Nareik, I would point out that you have power attack, so it is possible to hurt her. Link to comment
MarkK Posted May 9, 2008 Author Share Posted May 9, 2008 aaaanyyyywayyyy... For Emissary initial acrobatic run through, I'm going to do the cowardly thing and take 10, for a 23. The robots Captain Wonder punches... http://invisiblecastle.com/roller/view/1591259/ http://invisiblecastle.com/roller/view/1591263/ 14 and 13 total toughness saves. Hahaha, wow. Let's just chalk that up to Captain Wonder being awesome, and go with they got fully crunched there. Robot number 3 however is left! http://invisiblecastle.com/roller/view/1591269/ And he hits! However the way robot 3 is configured, he can't scratch the paint of the good doctor's force field. Will the second wave of robots, when and if they arrive, have configurations to bear that in mind? Who can say! Well, me, but I'm not going to. Link to comment
MarkK Posted May 9, 2008 Author Share Posted May 9, 2008 Oh, and Nareik, as it does look like Legionnaire has been hit, you do need to roll a toughness save. Link to comment
MarkK Posted May 9, 2008 Author Share Posted May 9, 2008 Annnd.. the next roll for continuing through the jungle gym/maze is at DC 20, roll and describe and such. Link to comment
Nyrath Posted May 9, 2008 Share Posted May 9, 2008 And what strength are you. You could just check the link in my signature; it's there for a reason after all. Link to comment
Dr Archeville Posted May 9, 2008 Share Posted May 9, 2008 Will the second wave of robots, when and if they arrive, have configurations to bear that in mind? Who can say! Well, me, but I'm not going to. Will the second wave come after the first wave is completely defeated? Or are they on a timer-like deal, coming up at timed intervals? Or do we know? Link to comment
MarkK Posted May 9, 2008 Author Share Posted May 9, 2008 You wouldn't know to be sure. It depends ultimately on the whim of the person working the control room. Link to comment
nareik123 Posted May 9, 2008 Share Posted May 9, 2008 Using a Hero point to say no to the damage after failing Toughness by ten. Link to comment
Thevshi Posted May 9, 2008 Share Posted May 9, 2008 Nariek, when you use a hero point in this way, you have to reroll the toughness save (you don't automatically get to ignore the damage). The benefit, is the lowest you can roll is a 10. (ie, if you roll a 1-9, you add 10 to that, so a roll of 3 becomes a roll of 13, to which you add your toughness bonus of +6). Link to comment
Thevshi Posted May 9, 2008 Share Posted May 9, 2008 Back to the training, I didn't think we could take 10 for this, but if that's the case, then Velocity gets a 28 on her next round I'll try to post IC tomorrow. Link to comment
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