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GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Yeah, team attack will likely be necessary unless Gleep slides in and slaps the moleguy into submission. I imagine that guys stats aren't too strong.
That said, team attack sounds good. For those that don't want to check the SRD, this seems to be how it goes:
1. There is a leader you designate as who you are helping (I'll be helping Kyle since I already know him).
2. Make a DC 10 check to help them.
3. Success means the Leader gets +2 to what you are helping him do (either defense, offense, skill, or effect check)
4. Success by three degrees or more is +5
5. It stacks with others (subject to DM limitation)
So I can give Kyle +2 to his DC if I distract the robot (make my DC 10), but sadly if Kyle whiffs that +2 would be wasted since I only gave it to his effect instead of his attack.
Mmm not exactly. All the actions must have the same effect. For example, they must all cause damage to Toughness. So you could combine a Ranged Damage with a Str-based attack, but using Persausion or something wouldn't help the team attack. One degree gets a +2 bonus, three or more gets a +5 bonus.
GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Yeah, team attack will likely be necessary unless Gleep slides in and slaps the moleguy into submission. I imagine that guys stats aren't too strong.
That said, team attack sounds good. For those that don't want to check the SRD, this seems to be how it goes:
1. There is a leader you designate as who you are helping (I'll be helping Kyle since I already know him).
2. Make a DC 10 check to help them.
3. Success means the Leader gets +2 to what you are helping him do (either defense, offense, skill, or effect check)
4. Success by three degrees or more is +5
5. It stacks with others (subject to DM limitation)
So I can give Kyle +2 to his DC if I distract the robot (make my DC 10), but sadly if Kyle whiffs that +2 would be wasted since I only gave it to his effect instead of his attack.
I have +5 for teamwork on a team check. It may be better if I support your attack rather then the other way around. It really depends on who has the best +hit bonus.
GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Ok sweet, do I get to know what DC I'm up against? I only ask as Professoraptor has Skill Mastery (Technology) so he should be able to take that as a routine check. Also, are we making rolls in this thread or in spoiler tags in the IC thread?
You can make them here or there. I know it is easier to write when you know the results.
I'm going to say that you can also roll in Okoros if you perfer.
I'm going to call it a DC 18 and yes it is a routine check.
For a -3 penalty, players can attack a Vulnerability in the robot, halving it's Toughness. It may not be combined with Accruate Attack, Power Attack, Team Attacks, etc. I want your input on this @spacecaptaindickjustice - what do you think that weak spot in the robot's defenses is?
I want your input on this @spacecaptaindickjustice - what do you think that weak spot in the robot's defenses is?
I'm thinking that as a real life mole's main sensory organ is it's nose, a projectile up one of robo-mole's robo-nostril's should do the trick. That sound good?
I'm looking forward to writing it! I'll get it up now.
EDIT: Actually I did have one more question. It's regarding the Technology Check Required 4 drawback on the Action Science Glove powers, do I count those as routine checks using Skill Mastery (Technology) or do you want me to roll those ones?
Those have to be rolled. It woldn't be much of a drawback if you could just take a 10 everytime.
Pretty much. Though it could be interesting if the 'take 10' result is only enough for a reduced power effect, to get the full power would require a roll better then 10.
Still, being able to use a routine result of 10 does remove the possibility of ever rolling a 1 and failing automatically.
Edit: looking back at the Prehistoric Professor's sheet, getting a 1 looks to be the only way he can fail the 'Check Required' power activation.
I just want to make sure I'm doing the technology check thing right, the rules surrounding it as I'm reading them are a little confusing. I rolled a 25 against the technology skill check DC14, which is 11 points over, so Professoraptor can use the whole 9 levels of the ranged blast power. Is this right?
okay, what's the plan!? I'm going to take a turn and someone was talking about assisting - that'd be great, but otherwise I'm going to kick the hell out of the hatch to this robot
I'm pretty sure those are the only rolls I need to make for that audacious sequence of events. If you need me to make any others rolls then let me know, if not then it's another -1 to toughness and robo-mole is staggered again. Also I just realised that I could have gone for the sensitive nose and obliterated the robot. Completely forgot about the weak spot.
GM of M&M "And Justice For All."
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Posts
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
That said, team attack sounds good. For those that don't want to check the SRD, this seems to be how it goes:
1. There is a leader you designate as who you are helping (I'll be helping Kyle since I already know him).
2. Make a DC 10 check to help them.
3. Success means the Leader gets +2 to what you are helping him do (either defense, offense, skill, or effect check)
4. Success by three degrees or more is +5
5. It stacks with others (subject to DM limitation)
So I can give Kyle +2 to his DC if I distract the robot (make my DC 10), but sadly if Kyle whiffs that +2 would be wasted since I only gave it to his effect instead of his attack.
@Mikey CTS does this sound right?
Guess I'll just have to shoot it then.
[Thanks for the clarification Mikey]
Gleep is going to slide in for sure. But a team attack is still a cool thing.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Even better!
I have +5 for teamwork on a team check. It may be better if I support your attack rather then the other way around. It really depends on who has the best +hit bonus.
Wizards and gelatinous monsters to the rescue!
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Sadly, I can't hold my turn and wait for your assist.
But if you want to flirt with the cute super sentai, maybe you can assist her next round since you are both before the mole in initiative.
I'm going to say that you can also roll in Okoros if you perfer.
I'm going to call it a DC 18 and yes it is a routine check.
For a -3 penalty, players can attack a Vulnerability in the robot, halving it's Toughness. It may not be combined with Accruate Attack, Power Attack, Team Attacks, etc. I want your input on this @spacecaptaindickjustice - what do you think that weak spot in the robot's defenses is?
I'm thinking that as a real life mole's main sensory organ is it's nose, a projectile up one of robo-mole's robo-nostril's should do the trick. That sound good?
EDIT: Actually I did have one more question. It's regarding the Technology Check Required 4 drawback on the Action Science Glove powers, do I count those as routine checks using Skill Mastery (Technology) or do you want me to roll those ones?
Pretty much. Though it could be interesting if the 'take 10' result is only enough for a reduced power effect, to get the full power would require a roll better then 10.
Still, being able to use a routine result of 10 does remove the possibility of ever rolling a 1 and failing automatically.
Edit: looking back at the Prehistoric Professor's sheet, getting a 1 looks to be the only way he can fail the 'Check Required' power activation.
Or the Undermensch. However you feel is appropriate.
ooo sorry I got excited. Please feel free to postpone those actions I did til later in the turn sequence
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi