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[OOC] Exigency: Embassy Incident: Chaotic Lawful Evil Good

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Posts

  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    Does Armor Piercing do anything to unarmored foes?

    And what exactly are the rules for full auto attacks?

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    AP will bypass Resistance if there's no armour to beat, yes.

    Full auto attacks are full-turn actions and thus aren't really worthwhile for characters that don't specialise in them. Egos could opt to perform one and deal 2d8 damage to three targets that are adjacent to each other; or spend the same actions and direct bursts (3d6+3) to two non-adjacent targets.

    Of course, if he had Ranged 5 and Autofire, a full auto attack would be 2d8+5 damage to six targets. Which would be an incredible amount of bang for your buck. But at low levels? Not so hot.

    Edcrab on
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  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    I guess that throws out Autofire then. Still looking at Tankbuster. Butvmaybe that +8 damage in Power Attack really is the way to go. Anyway, some more questions:

    How do you keep dividing seven by two and getting five? The wiki says edgepoints are highest attribute+lowest/two. All three character sheets come out to 7/2 and yet all three have 5EP.

    Only burstfire on the autocannon gets AP? And both Single shot and Burst fire take doubleactions? Why would I want Steady Shot then? I can't Aim and then fire the cannon twice, that'd take 5 actions! I guess I could switch to the pistol, Aim, and fire it 2-3 times.

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    The reason I haven't linked to much on the wiki is because I'm not sure I agree with my own approach when it comes to Edge. Those points are really integral to the system- a kind of healing surge/action point hybrid in 4E parlance- and because they're also linked to the max no. of aspects? Seems a mite silly to limit builds in that fashion. For the purposes of this campaign, every build has 5 even though they "should" have four.

    Unless otherwise stated, a character can perform a double-action attack with a single-action if they're prepared to suffer a penalty to accuracy. In essence, Steady Shot would let the Heavy make a single-action attack (which would be boosted to normal accuracy) and a "normal" attack with the usual bonus for Aiming. If that makes any kind of sense.

    And as for single shot having no AP... whoops, it's supposed to have a little bit. Fixed.

    Edcrab on
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  • Tommy2HandsTommy2Hands what is this where am i Registered User regular
    edited December 2010
    I'll play the secret agent man if no one else has dibs

    Tommy2Hands on
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  • HeavyVillainHeavyVillain Registered User regular
    edited December 2010
    wait so.. ringos dude could aim, and fire 3 times?

    3d6+8 thre times over, with +30 for the first, 60 for the next and +0 for the third?

    yeeeeeesh

    HeavyVillain on
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Considering the heavy's "thing" basically comes down to dealing and surviving obscene amounts of damage, and that doing that would involve using up all actions and forfeiting the chance to move, I think that's a fair pay-off.

    Besides, you're forgetting that the cannon only has 6 charges. It would have to be two single-shots and one burst fire; three burst fires would drain too many charges.

    Edcrab on
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  • HeavyVillainHeavyVillain Registered User regular
    edited December 2010
    Righ. but I'm not sure how he's is using a heavy weapon despite having no tech points

    HeavyVillain on
  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    I had to read that a couple times, but I get it. Is the penalty for condensing actions a set amount, or will it vary?

    I suddenly just have this vision of me standing in a hallway shooting everything in sight, never evading a single attack.

    Call me EeDee.

    EeDeetoo Ohnein.

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Righ. but I'm not sure how he's is using a heavy weapon despite having no tech points

    Equipment Specialisation.

    The Heavy is just assumed to have the perfect amount of familiarity with the workings, maintenance, and hell even lifting techniques necessary to handle his mobile WMD.

    Edcrab on
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  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Ringo wrote: »
    I had to read that a couple times, but I get it. Is the penalty for condensing actions a set amount, or will it vary?

    I suddenly just have this vision of me standing in a hallway shooting everything in sight, never evading a single attack.

    Call me EeDee.

    EeDeetoo Ohnein.

    At present it's -30 to hit and some attacks can't be condensed (a Power Attack has to be a double-attack as specified in the aspect, otherwise HOLY CRAP that'd be a lot of damage handed down with a single-action attack) but that's probably set to change. I'm sure there's lots of holes in the system where that could be throughly abused.

    Still, the idea of a high-level build so skilled that they never use double-action attacks because their base accuracy bonus is so massive that they laugh in the face of the -30 is... kind of cool. Maybe it should be something that PCs can grow out of...

    Edcrab on
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  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    So my ranged action chain is thus:

    A) Aim, Burst Fire (SA), Burst Fire (DA), Proceed to B
    B) Recharge (DA), Move (DA), Proceed to A

    I love this guy!

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Well you're going to love him even more in a moment...

    A double-action recharge is a unit of time more than effort; a physical limitation of the gun rather than its user. You could use that double-action to cleave someone with the axe attachment, or move, and the recharge would still occur in the background.

    Oh, and I'll put together the Operative for Tommy and the Telekinetic for Infidel. Anyone else pipe in with a request that I missed?

    Edcrab on
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  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    Excellent, cleaving or moving then shooting some more.

    What are the rules about switching weapons? Single actions or Doubles? I see the Quickdraw makes SA weapons a Free Action

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Switching from one weapon/item to another is a SA. Normally stowing a heavy weapon and getting something else out would be a double action, but because of the Eq. Specialisation that doesn't apply.

    Edcrab on
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  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    tommyoperativems.png
    Standard attacks

    Basic melee attack: Single action, +60 to hit, 1d8+4, double action 2d6+10, AP5
    (longsword)
    Single Shot: Double action, 1d8+4, +40 to hit, AP9, consumes 1 charge,
    Charged Shot: When aiming, +4 damage, +AP4
    (laser repeater: 6 charges. Takes a double action to recharge, effective range 40 hexes [to-hit penalties beyond that], silent weapon)


    Stealth abilities

    Basic sneak attack: +6 speciality bonus when attacking out of Stealth in Melee courtesy of Backstab. Spend 2HP and bypass 6 armour in Melee.
    Assassin: Sacrifice 1HP and reroll damage for a Melee Stealth attack.
    Improved Charge: +9 damage when charging.
    Sprinting: Evasion set to +6 when running. When running (full turn action movement), move 19 hexes.
    Martial Agility: make Melee attacks using AGI instead of STR.
    Dedication [AGI]: Reroll failed AGI checks once.

    Item abilities

    Flashbang: Reusable high-tech globe that... flashes and bangs. Effect: Targets in a 1-hex blast radius make a Resistance check versus a power of 1d10+10. Failure leaves them Stunned (-30 attack penalty, -6 Reactions penalty) for four turns, or until they pass the save. One use every five turns, must be retrieved after being thrown.

    Edcrab on
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  • Tommy2HandsTommy2Hands what is this where am i Registered User regular
    edited December 2010
    Very cool

    Tommy2Hands on
    8j12qx8ma5j5.jpg
  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    Okay, I think I want to drop Power Attack for Careful Aim. Sure that +8 damage is ridiculous, but I actually have to be next to someone to deliver it. So, question about Called Shot/Strike. It says it 'adds further bonus damage' of Focus+Specialty. Is this on top of the +Specialty damage already added by Careful Aim, making it Specialty+Focus+Specialty?

    For my character that would be 3+2+3 which is 8! Voila, I have a dual purpose Powerstrike available when aiming!

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Yes, that would work; expend 4HP/4MP depending on attack type while aiming and deliver +8 damage.

    Edcrab on
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  • Tommy2HandsTommy2Hands what is this where am i Registered User regular
    edited December 2010
    man, why do I have more HP than Ringo's dude

    something seems up with that

    Tommy2Hands on
    8j12qx8ma5j5.jpg
  • EgosEgos Registered User regular
    edited December 2010
    Ed's image of the Heavy deviates greatly from Valve's.

    Egos on
  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    If I've been reading the wiki right, you've got more HP because your top physical attribute, AGI, is 6 compared to my STR of 5.

    Plus, Resistance is how I survive, hopefully reducing all incoming damage to the one point minimum.

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Pretty much! With his shield out, Ringo's char has eighteen points of damage reduction in Melee. That means a 3d6 damage Melee attack- that's like, a bear paw or a broadsword- would clip off a single HP.

    Granted, in practise a lot of the heftier close-combat implements bypass some Resistance, but not enough to counteract all of it.

    Edcrab on
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  • HeavyVillainHeavyVillain Registered User regular
    edited December 2010
    I still feel like Im a level below everyone else. I mean.. i have a jacket and a gun and thats about it D:

    HeavyVillain on
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Don't compare PCs against PCs! You can (mentally) nuke NPCs even if you don't seem to match up.

    If you used Terror on an area where every hex of the blast radius was occupied (i.e., maximum 7 targets) by a "normal" human, statistically there's a 90% chance that at least 6 of them would fail their check and be forced to fall back.

    Edcrab on
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  • EgosEgos Registered User regular
    edited December 2010
    so do you want names and backgrounds and such or just names :) ?

    Egos on
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    If you guys want to come up with backgrounds, feel free!

    Those of you familiar with the setting (which Phallakinetic shares, incidentally) might have the advantage, but there's a little bit of stuff here too

    Edcrab on
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  • PolloDiabloPolloDiablo Registered User regular
    edited December 2010
    Ok, I'm in this "wiki" device, reading how to play.

    Before I make any headway, would it be possible to play as the medical professional? I'm a lover, not a fighter.

    PolloDiablo on
  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    Thank god yes.

    The medic is on my team.

    WE ARE UNSTOPPABLE
    217534009_hZ5oD-L-2.jpg

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    pdmedicms.png
    Standard attacks

    Basic melee attack: Single action, +20 to hit (+40 vs organics) 1d8 damage, RP5
    (scalpel)
    Single Shot: Double action, 1d8+9, +40 to hit (+60 vs organics), RP9, consumes 1 charge,
    (repeater rifle: 6 charges. Takes a double action to recharge, effective range 40 hexes [to-hit penalties beyond that])


    Medic abilities

    Anatomical Precision: +20 attack bonus and +4 critical hit damage versus organic targets.
    Stimulating Medicine: The character can grant a single adjacent ally a +2 bonus to an attribute for the duration of the encounter, but that ally loses 4HP/MP for the duration of the encounter depending on the attribute that benefits.
    Anaesthetic: allies have a +4 Resistance bonus in the turn directly after being healed
    Heal: As a double action, heal an ally of 10HP or MP. Outside of combat, you may relieve an ally of up to 3 injuries or traumas.
    Triage: use Heal twice on an ally (usually you can only do it once)
    Quick Witted: Reactions based off INT rather than AGI or FOC
    Greater Heal: (from Triage) expend 4MP when using Heal, and the target also recovers an injury or trauma.
    Dedication [INT]: Reroll failed INT checks once.
    Sedate: (from Anaesthetic) Expend 4MP and make a Melee attack. If the attack causes damage, the target suffers a Stun effect (-40 to attack)


    Item abilities

    Myre shot: (of which you have 5) - target recovers 1d6+Medic HP and may ignore the effects of one injury for the duration of the encounter. Using it is a double action, and it may be passed to other party members.

    Edcrab on
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  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    infideltelekineticms.png
    Standard attacks

    Punch: Single action, 1d4
    (bare hands)
    Single shot: Double action, 1d12+5, RP6
    (scattergun: 1 charge, double action recharge)

    Psionic abilities

    Basic TK attack: Double action. 1d10+6 kinetic damage, AP3. Will knock target back 1 hex if they fail a Resistance check versus damage.
    Constrict: 4MP, double action. Target makes a STR check opposed by TK's Force check (1d100 + STR versus 1d100 + 60). If target fails, they're completely immobilised. Drains 1MP for every turn that it is active. Target may reattempt check once per turn. Only one target may be Constricted at a time, unless the user expends Edge to target another.
    Shield: Double action. For duration of encounter, user has +6 armour while they still have MP remaining.
    Crush: 4MP, double action. Target takes 3d6+6 bludgeoning damage, AP6. Constricted targets take further +8 damage!
    Deluge: 1EP, full turn action. Targets in a 2-hex cone take 3d6+10 damage. Bypasses 8 armour.
    Levitate: XMP, double action. Move self or a Constricted target up to 6 hexes, 1MP per hex. Anyone hit by the levitating person takes 6 bludgeoning damage unless they can Evade the attack.
    [strike]Infinite Knives: stab a dude infinite times[/strike]


    (On a Constricted target, Crush would do 48 damage with a critical hit.

    Behold, mortals, and despair.)

    Edcrab on
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  • MaxFrostMaxFrost Registered User regular
    edited December 2010
    Posting to lay claim to the Tech guy :D

    MaxFrost on
  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    Holy crap. I was wondering whether you could Edge Link TK/TP. If Iri ends up getting a version upgrade that is going directly on his sheet.

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    Keep in mind that Edge Link "only" makes his TK +3 instead of +2, because it can't be more than half his WIL, but yeah, Iri's welcome to it for the next campaign :P

    Edcrab on
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  • RingoRingo He/Him a distinct lack of substanceRegistered User regular
    edited December 2010
    Also, my character is definitely EeDeetoo Ohnein. Should look something like this:
    PPD_Hard_Suit_00.png

    except shorter. Or maybe like this:
    ppd2.jpg

    But only because Ed already has things in the setting that look like this:
    ed209.jpg

    Ringo on
    Sterica wrote: »
    I know my last visit to my grandpa on his deathbed was to find out how the whole Nazi werewolf thing turned out.
    Edcrab's Exigency RPG
  • InfidelInfidel Heretic Registered User regular
    edited December 2010
    CoX costumes, I know exactly who to base my character on, my gravity/tk controller! :D

    You can call her Pocket, I'll see if I can get the costume to load in the costume creator (if I can find that...)

    Infidel on
    OrokosPA.png
  • EgosEgos Registered User regular
    edited December 2010
    Basically between
    Hammond.jpg and motoko-kusanagi-ghost-in-the-shell-boat.jpg

    Egos on
  • InfidelInfidel Heretic Registered User regular
    edited December 2010
    I can't seem to get a screenshot, alas!

    Infidel on
    OrokosPA.png
  • Tommy2HandsTommy2Hands what is this where am i Registered User regular
    edited December 2010
    telekinetics are da best

    Tommy2Hands on
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  • EdcrabEdcrab Actually a hack Registered User regular
    edited December 2010
    maxfrosttechms.png
    Standard attacks

    Swing: Single action, 1d8 RP2, double action, 1d10+2 RP4
    (wrench)
    Single shot: Double action, +40 to hit (+80 versus high-tech opponents), 1d6+7 RP5, one charge
    Burst Fire: Double action, +30 to hit (+70 versus high-tech opponents) 2d6+6 AP5, two charges
    (SMG: 6 charges, single action recharge)

    Tech abilities

    Mech Fighter/Mechhunter: +40 to-hit chance, +4 to damage and +4 crit damage versus high-tech opponents. -10 to hit chance for high-tech attackers.
    Energising: when allies are adjacent to the Tech, their weapons take half as long to recharge (double actions become single actions). Also effects Tech's own recharging, already applied to SMG above.
    Shroud Signal: high-tech hostiles have a -10 to-hit penalty versus character and all allies in a 2-hex radius. Character and allies have a +1 bonus to their Stealth.
    Sabotage: Double action. Expend 1EP and immediately short circuit an adjacent device for 4 turns. When used against a mech, they suffer 4 malfunctions (equivalent to injuries/trauma) for 4 turns. This won't stack!



    Item abilities

    Smart Bomb: (5 of them) An intelligent nanotech munition. 2d6+12 damage, AP10. Deals half damage to allies, successful Evasion nullifies. Enemies are forced to reroll a successful Evasion check once. Double action, 20 hex throwing range, 2-hex blast radius
    Monofilament Tripwire: 6 hex throwing range. Nominate a straight line of 4 unoccupied hexes. Opponents that fail to spot the tripwire (Sense check, difficulty 150) and move through it take 6 damage and must pass an AGI check, difficulty 150 or miss their next turn- note that intelligent enemies will attempt to alert their allies to its presence, potentially nullifying it after one hostile has tripped it. This device may be retrieved for re-use by spending a double action while adjacent to it.
    Atomiser Charge: Double action to deploy, 6 hex throwing range, 3-hex cone. At the start of the Tech's next turn, the device will go off, dealing 50 damage to all targets with armour 15 or lower (more than sufficient to destroy medium and even heavy cover) and 25 damage to those with more. The loud, obvious nature of the device ensures that no hostile will remain anywhere near it... of their own accord, at least.

    Don't ask me why an electrician/demolitions expert would have a wrench :P

    Edcrab on
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