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[M&M3e] Blast Off! OOC

24

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    Mikey CTSMikey CTS Registered User regular
    I too am waiting for @ArcanisTheImpotent before I resolve anything.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    so if we go for the weak point can I take advantage of Multiattack? I know you said no advantages but multiattack is a part of the powerset so

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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    eh nevermind looking at the defenses it likely wouldn't work anyway! post forthcoming

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    Mikey CTSMikey CTS Registered User regular
    Cool, Arc. I'm on pins and needles.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    Super NamicchiSuper Namicchi Orange County, CARegistered User regular
    done

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    SakutianSakutian Registered User regular
    Gleep should get to apprehend the villain since he was already inside of the mole.

    My Games

    Dresden Files RPG- Dumb Luck

    Playing Phillip Hess in Motor City Blues

    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    Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.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    Zevoto in Out in the Black- Withdrawn due to injury.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
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    Naw, Gleep wasn't inside yet.

    He would have gone in this turn. And that's all he would have done this turn.

    steam_sig.png
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    zekebeauzekebeau Registered User regular
    @destroyah87 might want to roll a d20 instead. ;)

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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    edited November 2013
    woops.

    Yeah. Let's do the right roll in here.

    Geth roll 1d20+10 for attacking Undermensch.

    I'll take that. :D

    attacking Undermensch:
    1d20+10 30 [1d20=20]

    destroyah87 on
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    Mikey CTSMikey CTS Registered User regular
    Geth roll 1d20+8 for Undermensch's Fortitude DC 16

    Undermensch's Fortitude DC 16:
    1d20+8 18 [1d20=10]

    // PSN: wyrd_warrior // MHW Name: Josei //
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    Mikey CTSMikey CTS Registered User regular
    Wow... that may have been the single most ineffective attack ever.

    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.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    edited November 2013
    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.

    destroyah87 on
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    Mikey CTSMikey CTS Registered User regular
    Isn't that check on his next turn? I thought that was how progressive worked?

    And yes, only one standard action, that is why he didn't escape this turn. If the fluffy stuff confused it, I apologize.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    edited November 2013
    Mikey CTS wrote: »
    Isn't that check on his next turn? I thought that was how progressive worked?

    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.

    destroyah87 on
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    Mikey CTSMikey CTS Registered User regular
    I'll dig into the hero srd.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    Mikey CTSMikey CTS Registered User regular
    edited November 2013
    d20herosrd wrote:
    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 IOU at least one more resistance check.

    Geth roll 1d20+8 vs DC 16 Suffocation

    vs DC 16 Suffocation:
    1d20+8 22 [1d20=14]

    Mikey CTS on
    // PSN: wyrd_warrior // MHW Name: Josei //
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    Mikey CTSMikey CTS Registered User regular
    edited November 2013
    Okay, so he resisted but still suffered Dazed for the turn even if he shouldn't have.

    Mikey CTS on
    // PSN: wyrd_warrior // MHW Name: Josei //
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    Mikey CTS wrote: »
    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.

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    Mikey CTSMikey CTS Registered User regular
    Yep, that seems right to me.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    spacecaptaindickjusticespacecaptaindickjustice Registered User regular
    edited November 2013
    Is the Undermensch still in view Mikey? I'd like to tase him into the ground.

    Also the big ass laser missed me

    spacecaptaindickjustice on
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    Mikey CTSMikey CTS Registered User regular
    Yes, he is still in view. He is moving to escape, he has not escaped yet.
    He has not taken a Move Action. The fluff is just projecting what will happen next turn if you don't get him now.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    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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    ThomamelasThomamelas Only one man can kill this many Russians. Bring his guitar to me! Registered User regular
    Hrm. Why didn't I put move object in the array?

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    spacecaptaindickjusticespacecaptaindickjustice Registered User regular
    hmm i cant seem to edit in a new roll, guess il do the rest in here. also with that very bad tech check i can only use 6 ranks of my affliction

    Geth roll 1d20+14 for shock dart

    shock dart:
    1d20+14 26 [1d20=12]

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    spacecaptaindickjusticespacecaptaindickjustice Registered User regular
    Also

    Geth roll 1d20+8 for undermensch fortitude vs. dc16

    undermensch fortitude vs. dc16:
    1d20+8 24 [1d20=16]

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    Mikey CTSMikey CTS Registered User regular
    And I'm off to see Thor: The Dark World.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    spacecaptaindickjusticespacecaptaindickjustice Registered User regular
    Ooo nice. Have the fun!

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    Mikey CTSMikey CTS Registered User regular
    Okay, I think right now I'm just waiting on @Sakutain and @ArcanisTheImpotent to move the scene forward.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    I hadn't taken a turn yet this round either. I can do that now.

    Arc probably isn't going to be available until afternoon/evening.

    Also, what's Undermensch's dodge bonus?

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    Mikey CTSMikey CTS Registered User regular
    Parry is a 12, Dodge is 14.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    Mikey CTSMikey CTS Registered User regular
    Also, there's no rush. I'm going at whatever pace you guys want, really.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    SakutianSakutian Registered User regular
    I'm just debating which magical feat I should employ here...so many choices.

    My Games

    Dresden Files RPG- Dumb Luck

    Playing Phillip Hess in Motor City Blues

    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
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    Mikey CTSMikey CTS Registered User regular
    Plenty of civvies in danger to exercise those choices. :whistles:

    // PSN: wyrd_warrior // MHW Name: Josei //
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    SakutianSakutian Registered User regular
    I know, it's a debate of who to save first. The gas leak is looking like a priority at the moment.

    My Games

    Dresden Files RPG- Dumb Luck

    Playing Phillip Hess in Motor City Blues

    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
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    Bah. The attack hit, but Undermensch made the Fort DC for another Suffocation attempt easily. :(

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    Mikey CTSMikey CTS Registered User regular
    He seems to be having a lot of luck with his resistances. Everything keeps hitting but nothing gets through. Just lucky dice.

    // PSN: wyrd_warrior // MHW Name: Josei //
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    destroyah87destroyah87 They/Them Preferred: She/Her - Please UseRegistered User regular
    Next turn he's eating Rocket Fist of Justice.

    Gleep tried the non-violent pacification method. No more nice-goop.

    steam_sig.png
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    Mikey CTSMikey CTS Registered User regular
    edited November 2013
    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.

    Mikey CTS on
    // PSN: wyrd_warrior // MHW Name: Josei //
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    SakutianSakutian Registered User regular
    I do dangle hero points.

    I also fix buildings with magic.

    My Games

    Dresden Files RPG- Dumb Luck

    Playing Phillip Hess in Motor City Blues

    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
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    Mikey CTSMikey CTS Registered User regular
    Busy day at work today. I will try to get a post up tonight.

    // PSN: wyrd_warrior // MHW Name: Josei //
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