Heritage Posted April 12, 2012 Author Share Posted April 12, 2012 Hellhound speaks the truth! The whole team did get an an HP ding for poor Mrs Switlack's condition. Link to comment Share on other sites More sharing options...
Special Agent Gary Samson Posted April 12, 2012 Share Posted April 12, 2012 You'll have to pardon me, I have no idea where or how we are tracking such things, so not only did I miss that announcement but I have no idea how many HPs Gary has right now. Link to comment Share on other sites More sharing options...
Superball Posted April 12, 2012 Share Posted April 12, 2012 I would assume that since I am already in the Bank's computers that accessing it's fire control system doesn't require a roll? But if it does, here it goes, but I spent one of my 2 HP for it. Kamiko *rolls* 1d20: 3+18: 21 [Kamiko] 10:43 am: ... I'm going to HP that... Kamiko *rolls* 1d20: 15+18: 33 [Kamiko] 10:43 am: better.[/code] I HP'd that because it sounds like this is integral to Gary's plan. I mean a 20 is good, but I wanna make DARN sure I take care of this. If a roll isn't needed however, this is all moot and I don't spend the HP. Also, is it safe for me to post that I get into the system and activate sprinklers if I get in? (Roll or not.) Addendum: [color=#ff0000][u][i][b]Moot Point[/b][/i][/u][/color] Link to comment Share on other sites More sharing options...
quotemyname Posted April 12, 2012 Share Posted April 12, 2012 Gary: It's in the initiative post #343 in this thread: Link'd! Link to comment Share on other sites More sharing options...
jameson (ST) Posted April 12, 2012 Share Posted April 12, 2012 ok, I guess I have 2 then Link to comment Share on other sites More sharing options...
Heritage Posted April 12, 2012 Author Share Posted April 12, 2012 I'll keep reposting this from time to time. Initiative and HP: Agent Gary - 2 HP The Hoods - O HP Blitz - 2 HP Superball - 2 HP Volt - 2 HP Hellhound - 3 HP Link to comment Share on other sites More sharing options...
Superball Posted April 12, 2012 Share Posted April 12, 2012 Umm Heri... do I have to roll? Link to comment Share on other sites More sharing options...
Heritage Posted April 12, 2012 Author Share Posted April 12, 2012 I would assume that since I am already in the Bank's computers that accessing it's fire control system doesn't require a roll? But if it does, here it goes, but I spent one of my 2 HP for it. Kamiko *rolls* 1d20: 3+18: 21 [Kamiko] 10:43 am: ... I'm going to HP that... Kamiko *rolls* 1d20: 15+18: 33 [Kamiko] 10:43 am: better.[/code] I HP'd that because it sounds like this is integral to Gary's plan. I mean a 20 is good, but I wanna make DARN sure I take care of this. If a roll isn't needed however, this is all moot and I don't spend the HP. Also, is it safe for me to post that I get into the system and activate sprinklers if I get in? (Roll or not.) I don't think you'll need to make the roll to get the sprinklers going, but in Initiative order Naomi comes after the Hoods and civvies (up next) and then Blitz. I will get my post up as soon as possible (most likely tomorrow morning, as I have class tonight) so we can keep our momentum going. Link to comment Share on other sites More sharing options...
Heritage Posted April 12, 2012 Author Share Posted April 12, 2012 Just to make sure it's clear, if you want to speed things up, when the goons go and you write for the girl, you can count this as a readied action. If she comes out of the bathroom stall, you can write that Hellhound teleports her right then. Just for the purposes of moving along, so you're not waiting on me. So would you be 'bamfing' her outside, say to the EMTs? If so, I can include that in my post tomorrow AM. Link to comment Share on other sites More sharing options...
quotemyname Posted April 13, 2012 Share Posted April 13, 2012 Yes. I would be. Preferably by placing my palm on her forhead the instant she steps out of the stall to initiate contact and then the "Bamfing" occurs. Gotta keep that who "Posessed by the devil" Schtick running! Link to comment Share on other sites More sharing options...
jameson (ST) Posted April 13, 2012 Share Posted April 13, 2012 I just realized that since Bumps may well fall under my control for his upcoming turn I should give you an idea what I want him to do. Specifically I want him to attack Nux, with a disarm attack and try to get his weapon away from him. Link to comment Share on other sites More sharing options...
Heritage Posted April 14, 2012 Author Share Posted April 14, 2012 HH, can you send her outside without going yourself? Link to comment Share on other sites More sharing options...
quotemyname Posted April 17, 2012 Share Posted April 17, 2012 In 2E you needed the "attack" extra on Teleport for that. I'm not sure if it's viable in 3E or not. Even if that extra still exists, HH doesn't have it. I could stunt something, though. In fact, I think I will. Yea, Just fudge some stuff, say he spends one of his 3hp, and plants a hand on her forhead and sends her on a wild sulfur-y ride that'll leave her all hot and bothered (probably literally). It'll speed things up, and it'll allow me to make more of an entrance on my next turn. Link to comment Share on other sites More sharing options...
jameson (ST) Posted April 17, 2012 Share Posted April 17, 2012 Attack is still an extra and acts as it did in 2e. Link to comment Share on other sites More sharing options...
Heritage Posted April 17, 2012 Author Share Posted April 17, 2012 It's possible to power stunt extras isn't it, or am I completely wrong on this? Link to comment Share on other sites More sharing options...
jameson (ST) Posted April 17, 2012 Share Posted April 17, 2012 yeah. HH can use Extra Effort, add the attack extra (or even affects others) on his teleport, use it on the girl, and then spend a HP to cancel out the fatigue he would otherwise gain. Link to comment Share on other sites More sharing options...
quotemyname Posted April 17, 2012 Share Posted April 17, 2012 Yea, that's basically the long and short of the intention there. Though I think I'm going to use the Extra Effort / Fatigue Canceling HP to just gain an Alternate Power which has Affects Others, or the Attack extra, or what have you. That way, It'll stay active until I switch it off. In character, HH is thinking that this may not be the only hostage he's going to want to send out to the paramedics. He's already heard gunshots, so there's no telling what the situation is out there. If someone DID get shot, it's likely he'd want to just send them outside where they can receive proper care before he even bothers with the villains. And like I said, Heritage. Feel free to include any and all descriptions of this in your next post to speed stuff up. Link to comment Share on other sites More sharing options...
jameson (ST) Posted April 17, 2012 Share Posted April 17, 2012 Stunted extras only last 1 turn. Sorry buddy, but you can't keep it. Though some GM's do allow Extra Effort to last "1 scene" when not in combat time. Link to comment Share on other sites More sharing options...
jameson (ST) Posted April 17, 2012 Share Posted April 17, 2012 Clarification: The EE gained Alternate Effect lasts up to its standard duration or one scene, whichever is shorter. Teleport has an instant duration, but a stunted Flight Power would last until turned off or one scene. Also of interesting note, the ability to add an Extra to a power was replaced by this ability to add an Alternate Effect. This is I think a fix for balance reasons, and adding an extra flat out to a power would now require either some loss of ranks or the addition of a flaw as well. Note also that Attack and Affects Others are both +0 extras (though Affects Others is also a +1 extra). Either way HH should be able to 'port the lady to safety and remain in the bank. POWER STUNT Temporarily gain and use an Alternate Effect (see Alternate Effect in the Powers chapter). The Alternate Effect lasts until the end of the scene or until its duration expires, whichever comes first. Permanent effects cannot be used for power stunts. Link to comment Share on other sites More sharing options...
quotemyname Posted April 17, 2012 Share Posted April 17, 2012 Instant duration is fine. I don't think the tactic I'm trying to use suffers overmuch here. Link to comment Share on other sites More sharing options...
Heritage Posted April 18, 2012 Author Share Posted April 18, 2012 Okay, I'll be able to get a decent sized post up tonight, including Gary's effect on Bumps and HH's t-port. Link to comment Share on other sites More sharing options...
Superball Posted April 18, 2012 Share Posted April 18, 2012 Ah, then I can make my moves. All it would take is a simple command to turn the sprinklers on... so I would have time to further assess what is being said. I should be told what the gang is talking about over their radio. I still got access to their coms. Link to comment Share on other sites More sharing options...
Heritage Posted April 18, 2012 Author Share Posted April 18, 2012 Yes, you'll hear it all over the coms, but remember Blitz goes next after my post, then you! Link to comment Share on other sites More sharing options...
Heritage Posted April 19, 2012 Author Share Posted April 19, 2012 Joey Bumps rolls to resist "Total Domination!" and gets a 12 = Zombie Slave! Well, actually just a guy forced to walk around, but still! Dance, puppet, dance! At the end of his turn, Joey resists with an 18! Link to comment Share on other sites More sharing options...
Heritage Posted April 19, 2012 Author Share Posted April 19, 2012 Damn rules questions ate up all my posting time, damn it! Look for postiness tomorrow (my day off, yay!) Link to comment Share on other sites More sharing options...
Superball Posted April 19, 2012 Share Posted April 19, 2012 I think instead of getting frustrated, I should think of what can be done to help. What can I... We... do to help this forward? Link to comment Share on other sites More sharing options...
quotemyname Posted April 19, 2012 Share Posted April 19, 2012 Even after never having met the guy, I feel like I know Heritage pretty well. That said, usually at times like this the thing that helps him post the quickest, is patience. But that said, I also know Heritage's penchant for not having every rule in the book memorized. Perhaps when our character's do any sort of cooky actions that are out of the norm, like my previous power stunt, or Gary's mind control, or anything that's not really a standard attack roll, we should post the rule snippets about what interactions that has with the npc's. Would that help the flow of the game Heritage? I have one other idea. I think 3E's standard for combat is making all attacks and defenses opposed rolls. Perhaps we should fall back on the standard that makes the defender "take 10"? Would that speed things up? It may help if we just know standard defenses for the bad guys rather than having to wait for Heritage to log in just to make a roll when we make an attack, just so we can put up the proper response in character as to whether or not this attack hits. On the flip side, perhaps each of us could "spoiler" two different outcomes for our IC posts. One where the attack hits and our character gives a certain reaction, followed by one where the attack misses and we have a different reaction. That could allow things to speed up. The name of the game here, isn't trying to find a way to make Heritage better able to access the site or find more time to post. What we need to do, IF we are going to help out in any way is to enable Heritage to better use the time he DOES have to access the site. So that this... Damn rules questions ate up all my posting time, damn it! Look for postiness tomorrow (my day off, yay!) ...Doesn't happen again. Not that Jameson did anything wrong, but it's no secret that he has a much better handle on the rules than our Fearless Leader does (as well as myself). Now, just to use the example on hand, (Jameson, please don't feel like I'm trying to point fingers!) perhaps next time Jameson takes an action like this, he can explain the ins and outs of the power, exactly what it does, what resisting the power entail (what type of check), what failing and passing the resist roll would mean, any strange aftermath or interactions with other combos of powers and feat he may have, and any suggestions he has of handling the situation, we might see Heritage posting something more like: "Ok! Here's the resist roll: [roll]. He fails. This happens. Now to post!" Rather than having to spend his precious time in chat double and tripple checking himself like the damn perfectionist we all know he is deep down inside. Anyway, food for thought. Link to comment Share on other sites More sharing options...
Superball Posted April 19, 2012 Share Posted April 19, 2012 So, what you're saying is if we're planning on doing something post it here with what may be required like... Superball's Action What the player intends to do Rules notations if needed Explainations *fictional roll* Once the character has done this enough times, hopefully that entirety won't be needed, but it can greatly help. We're all M&M heads of various skill levels and this can actually help teach me the system as well since I'm a virgin on 3e. Link to comment Share on other sites More sharing options...
Heritage Posted April 19, 2012 Author Share Posted April 19, 2012 Okay, Nux is using Afflcition Burst Attack AP; of the players, only Gary and Superball are in the area of effect, and they both get a Dodge check (to avoid the aura) and a Fortitude check (to resist the nausea), both of which I believe are DC 18 (I know the Fort save is, not sure on the Dodge). As per what SB and HH typed above, as much as I hate the fact that I come off as slighlty rules retarded, any help you can give me wiill be appreciated. Link to comment Share on other sites More sharing options...
Heritage Posted April 19, 2012 Author Share Posted April 19, 2012 Oh, and Blitz is up next! Link to comment Share on other sites More sharing options...
Heritage Posted April 19, 2012 Author Share Posted April 19, 2012 Oh, and so folks know, the Nausea works as Dazed, Stunned, Incapaciated; not very pleasant, to say the least. Link to comment Share on other sites More sharing options...
Heritage Posted April 19, 2012 Author Share Posted April 19, 2012 Based on a few questions from SB in chat, i can clarfiy the following: 1. HH will have heard the man yell about the woman having a heart attack. 2. Anyone outside on the street can make do a DC 10 Perception check can see the young man rushing to the old woman's side, and if you make DC 15 you can figure out she's either having a heart attack or stroke and needs immediate medcial attention. Link to comment Share on other sites More sharing options...
Superball Posted April 19, 2012 Share Posted April 19, 2012 Okay I missed what Heri said about the attack... one moment... Reflex/Fort Save Kamiko *rolls* 1d20: 2+8: 10 [Kamiko] 8:22 pm: hp Kamiko *rolls* 1d20: 8+8: 16 Note - (8+10+8 = 26 for the REF save) [jameson] 8:22 pm: so now you need to make a Fort check on DC 14 Kamiko *rolls* 1d20: 16: 16 [Kamiko] 8:24 pm: Made the fort [Centimane] 8:24 pm: basically, the lowest you can roll when spending an HP is an 11 [jameson] 8:24 pm: if the die comes up 1 through 10 you add 10[/code] I spent the HP there so I could have a better chance to make the fort save. Wont bother with the perception check since I'm getting away form the puke field. Also, would triggering the sprinklers through a voice command be a free action? [code]Free Action: Voice Command to activate sprinklers Movement Action: Bounce safely away from the radius of the puke field Standard Action: Tell Samson what I heard on the radio Link to comment Share on other sites More sharing options...
jameson (ST) Posted April 20, 2012 Share Posted April 20, 2012 Okay, Nux is using Afflcition Burst Attack AP; of the players, only Gary and Superball are in the area of effect, and they both get a Dodge check (to avoid the aura) and a Fortitude check (to resist the nausea), both of which I believe are DC 18 (I know the Fort save is, not sure on the Dodge). My rolls for Gary [jameson] 9:16 pm: Dodge +9 vs dc 18 jameson *rolls* 1d20: 1+9: 10 [jameson] 9:16 pm: Fort +5 vs Dc 18 jameson *rolls* 1d20: 14+5: 19 [jameson] 9:16 pm: Waa Hoo! [Jeremy] 9:17 pm: witnessed No effects for Gary, master of his own tummy tum. Link to comment Share on other sites More sharing options...
Superball Posted April 20, 2012 Share Posted April 20, 2012 My Saves are here: Since somehow I missed the saves necessary that you posted here I had to redo my actions completely. It would help that you post the saves needed in the IC thread in a spoiler. Link to comment Share on other sites More sharing options...
z-Blitz Posted April 20, 2012 Share Posted April 20, 2012 BLitz's Tech roll: Roll: 16 +6 Modifier = +22 If you want, HEri, I'll be happy to update the thread with the results once I'm off work tomorrow. Link to comment Share on other sites More sharing options...
Heritage Posted April 20, 2012 Author Share Posted April 20, 2012 My Saves are here: http://www.rpgpost.c...390#entry288834 Since somehow I missed the saves necessary that you posted here I had to redo my actions completely. It would help that you post the saves needed in the IC thread in a spoiler. I've had trouble doing spoiler font on some of the computers I currently use (not sure why) and my past experience has always been do do any rules stuff in the OOC thread anyway, so that's why I did it. That being said, it would have been a lot smarter of me to post the required rolls and DCs in bold font or something. Sorry, SB! Link to comment Share on other sites More sharing options...
z-Blitz Posted April 24, 2012 Share Posted April 24, 2012 I have edited my post to include the results of my roll. Link to comment Share on other sites More sharing options...
Sailor OOC Posted April 24, 2012 Share Posted April 24, 2012 Heri, SB here. If you want, place the save DCs in code. [code]Like this. Save 1DC That can help. Link to comment Share on other sites More sharing options...
Heritage Posted April 24, 2012 Author Share Posted April 24, 2012 I'm going to NPC Volt and get Pidge locked up, though I'm reluctant to send him into the bank; I think i can find an IC reason to do so. Look for that post this afternoon. Link to comment Share on other sites More sharing options...
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