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Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.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Zevoto in Out in the Black- Withdrawn due to injury.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
Followed by Sakutain, zekebeau, Arc and destroyah.
Thomamelas, spacecaptain - I've decided just to ignore your previous actions since the game state has changed (the robot was destroyed by Arc). You may take different actions now but please edit out your previous posts.
Ok, so. The attack check on the Afflictation(Suffocation) power was a 20. So that would've improved the DC by 5. (a 21)
The above (how do Affliction power work?, basically) is what I was confused about and had to read up on. I understand it now. The first roll is an attack check and can crit, same as any other attack. If the attack check succeeds, then the target has to make a resistance check against the Affliction DC.
EDIT: The one difference and the thing that confused me the most is that the initial attack check of an Affliction action is vs. the targets Fort defense. The resistance check is a second roll made by the target and is a standard Fort check.
Undermensch's 18 check result would then be a 1 degree of failure and dude would be Dazed (free actions and one standard only per turn.) Also has to make another Fort check at the end of his turn (DC 16) to try to remove the condition. Failure increases the condition by one to Stunned.
SUFFOCATION
Effect: Ranged, Progressive Affliction, Resisted by Fortitude • 4 points per rank
You render the target unable to breathe. Targets failing the Fortitude resistance check against your effect DC become dazed, stunned, and finally incapacitated, passing out from the lack of oxygen. A failed attempt to resist the ongoing effect of Suffocation causes the target’s condition to worsen by one degree.
Progressive: This modifier causes an Affliction to increase incrementally without any effort from you. If the target fails a resistance check to end the Affliction, it not only persists, but increases in effect by one degree! So a target affected by the first degree of a Progressive Affliction who fails to resist progresses to the second degree of the effect at the start of his next round. A successful resistance check still ends the Affliction, as usual. +2 cost per rank.
So the way Affliction usually work is at the the end of their next round. So they will always suffer the effects for at least one turn. Progressive switches the timing around, puts it at the front of the round and steps it up if they fail. But they still suffer for the efects for a while round? I'm not reading that anywhere. Wah... that is really confusing.
Okay, so he resisted but still suffered Dazed for the turn even if he shouldn't have.
Correct. Though I'm reading that as the timing of resist checks is unchanged. However, it adds a greater penalty for failing a resist check.
So here's how I am reading this. I'll use a situation where the target fails the resist check to illustrate.
PC Turn: Uses Affliction. Targets Resist check. (Fails by 1 degree, Takes first condition.)
Target Turn: Is affected by 1st level condition. Takes Turn. Makes Resist check at end of turn. (Fails.)
Target Turn 2: Is affected by 2nd level Afflict condition at the start of turn. Continues to make resist checks at end of turn.
So in this case, the Undermensch suffered the Dazed condition during Gleep's turn. This condition was on him until he successfully made the resist check at the end of his turn. So the Dazed condition is gone and won't be present during subsequent turns.
Unless Gleep applies a condition through an Affliction effect on one of his turns.
Had he failed, he would've had the Stunned condition applied to him at the start of his Next turn. Which makes sense to me. And falls within the same timing as a standard Affliction power use.
Does that make sense?
In any case, Gleep's first use of his Afflict action is resolved correctly. Thanks Mikey.
I'm not sure that attack of his hit any of the PC's. Missed me too.
Also, I messed up on the bonus to the Affliction effect above. It didn't matter since I rolled the 20, but it should probably be using my Affliction Affect rank for the check bonus, not my Fighting skill bonus. So it'll be a +6 going forward instead of a +10.
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ThomamelasOnly one man can kill this many Russians. Bring his guitar to me! Registered Userregular
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
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
It has been brought to my attention that I failed to hand out Hero Points when we started this, because I am a dummy.
Per the rules standard everyone has one Hero Point to kick off this shindig.
I highly encourage pursuing more through your Motives and such. Lord knows I do in Sak's game. He dangles them in front of me and I go chasing after them.
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
He would have gone in this turn. And that's all he would have done this turn.
Yeah. Let's do the right roll in here.
Geth roll 1d20+10 for attacking Undermensch.
I'll take that.
Well, there are citizens in danger and the Undermensch is attempting to escape.
Starting back from the top with @spacecaptaindickjustice and @Thomamelas
Followed by Sakutain, zekebeau, Arc and destroyah.
Thomamelas, spacecaptain - I've decided just to ignore your previous actions since the game state has changed (the robot was destroyed by Arc). You may take different actions now but please edit out your previous posts.
The above (how do Affliction power work?, basically) is what I was confused about and had to read up on. I understand it now. The first roll is an attack check and can crit, same as any other attack. If the attack check succeeds, then the target has to make a resistance check against the Affliction DC.
EDIT: The one difference and the thing that confused me the most is that the initial attack check of an Affliction action is vs. the targets Fort defense. The resistance check is a second roll made by the target and is a standard Fort check.
Undermensch's 18 check result would then be a 1 degree of failure and dude would be Dazed (free actions and one standard only per turn.) Also has to make another Fort check at the end of his turn (DC 16) to try to remove the condition. Failure increases the condition by one to Stunned.
And yes, only one standard action, that is why he didn't escape this turn. If the fluffy stuff confused it, I apologize.
Ok. yeah. the fluff did confuse me a bit. (caused me to picture the scene different then you did probably.)
And I think he should have made two Fort Checks by now.
1. To resist the initial application (On Gleep's Turn)
2. To attempt to throw off the Dazed condition inflicted upon him. (The end of his Turn)
The book isn't crystal clear on this and a quick internet search turns up no conclusive evidence.
So the way Affliction usually work is at the the end of their next round. So they will always suffer the effects for at least one turn. Progressive switches the timing around, puts it at the front of the round and steps it up if they fail. But they still suffer for the efects for a while round? I'm not reading that anywhere. Wah... that is really confusing.
Okay, so IOU at least one more resistance check.
Geth roll 1d20+8 vs DC 16 Suffocation
Correct. Though I'm reading that as the timing of resist checks is unchanged. However, it adds a greater penalty for failing a resist check.
So here's how I am reading this. I'll use a situation where the target fails the resist check to illustrate.
PC Turn: Uses Affliction. Targets Resist check. (Fails by 1 degree, Takes first condition.)
Target Turn: Is affected by 1st level condition. Takes Turn. Makes Resist check at end of turn. (Fails.)
Target Turn 2: Is affected by 2nd level Afflict condition at the start of turn. Continues to make resist checks at end of turn.
So in this case, the Undermensch suffered the Dazed condition during Gleep's turn. This condition was on him until he successfully made the resist check at the end of his turn. So the Dazed condition is gone and won't be present during subsequent turns.
Had he failed, he would've had the Stunned condition applied to him at the start of his Next turn. Which makes sense to me. And falls within the same timing as a standard Affliction power use.
Does that make sense?
In any case, Gleep's first use of his Afflict action is resolved correctly. Thanks Mikey.
Also the big ass laser missed me
Also, I messed up on the bonus to the Affliction effect above. It didn't matter since I rolled the 20, but it should probably be using my Affliction Affect rank for the check bonus, not my Fighting skill bonus. So it'll be a +6 going forward instead of a +10.
Geth roll 1d20+14 for shock dart
Geth roll 1d20+8 for undermensch fortitude vs. dc16
Arc probably isn't going to be available until afternoon/evening.
Also, what's Undermensch's dodge bonus?
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
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
Gleep tried the non-violent pacification method. No more nice-goop.
Per the rules standard everyone has one Hero Point to kick off this shindig.
I highly encourage pursuing more through your Motives and such. Lord knows I do in Sak's game. He dangles them in front of me and I go chasing after them.
I also fix buildings with magic.
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