OOC: XP for Chapter 8

Dec 11, 2024 5:48 pm
In preparation for our last chapter, every PC should level up. You're all now level 5.

You can use this thread to spend your skill points and choose your new foci.
Dec 11, 2024 8:44 pm
Oh, sweet!

Hank takes Lead-0 and Connect-0 and banks the other two skill points.

His Focus is Psychic Training-1. This kicks him to Precognition/Oracle-2. His chosen talent is Alternate Outcome. This also means he can look ahead a full week.

(I know that this is likely our last level, but I'm still gonna build him like future levels are coming. One banked skill is so he can get either Program-3 or Trade-3 at Level 6. The other is his psychic skill point and it's building for Level 7 when his powers would significantly ramp up.)

Edit: Lemme think on this for a few. I might change my mind on the skill points.
Last edited December 11, 2024 8:54 pm
Dec 11, 2024 11:16 pm
For this I think I am going to divert what I was going to do.
I may get Sneak 2, Notice 1 since I suspect we will need those.
Also I was looking at Armsman or Shocking Assault or Specialist(Sneak)
I was originally going to get more Stab points and Specialization(Talk)2, but I think I am good enough there for this mission.
Dec 13, 2024 11:28 pm
OK, I can do one of three things with my skills. No matter what, my bonus Psychic skill point is "lost".

1) Lead-0, Shoot-1
2) Lead-0, Pilot-1
3) Lead-1

I'm leaning toward option #1 because it is a 5% bonus on my chance to-hit, and I figure we're gonna be doing a LOT of shooting in this adventure. On the other hand, if we need a second pilot/driver, getting that extra 5% would be useful, too. I doubt I need the Lead-1, but that is also an option. Any suggestions?
Dec 13, 2024 11:59 pm
Quote:
Any suggestions?
Shoot. ;)
Dec 14, 2024 3:00 pm
Corbin will take Fix to level 2 and pickup Gunslinger 2 for the focus.

Rolls

Hit points Roll (lvl5 + Con + PartWarrior +DieHard +10) - (5d6+35)

(62452) + 35 = 54

Dec 14, 2024 9:16 pm
OK, Hank uses one skill point to gain Lead-0 and two skill points to improve from Shoot-0 to Shoot-1. The psychic skill point is lost/deferred and the Focus is as I originally stated.

Hit point roll ...

... well, that sucks. At least it is an actual improvement this time.

I have updated Hank's character sheet. I think it is now up-to-date.
Last edited December 14, 2024 9:38 pm

Rolls

Hit Point Roll - (5d6+10)

(13165) + 10 = 26

Dec 14, 2024 9:51 pm
So my thoughts
[ +- ] Armsman
Allows for more damage per damage.
[ +- ] Shocking Assault
Some level of guaranteed damage per attack. 2 isn't much but it is something.
[ +- ] Savage Fray
Good if their AC isn't above my Shock AC, and there are multiple enemies I can get near. Situational? Depends on what we expect the AC to be.

Medium advanced weapon Shock: 2 points/AC 13
Last edited December 14, 2024 9:55 pm
Dec 15, 2024 4:06 pm
Well, I would expect the people to be on the base to be workers, not fully equipped soldiers. So, they shouldn't have too high of an AC. Most combatants, I am not sure of. I don't think they should have full combat armor, but should be a mix, with only the leaders being "fully" equipped.

On the other hand, I expect the ship to have their finest, and for the marines there to be fully equipped. So that last part will be an awful slog.

This is just a guess, of course, but that seems reasonable for an organization that is likely not fully or even really well funded.
Dec 15, 2024 4:17 pm
That all said, Savage Frey is for cleaning out mooks. It will have little to no effect on actual opponents. Then again, with Stab going to 2 for you, I'd think that grenades should have a similar utility taking out mooks. (Though grenades require more warning.)

Shocking Assault assures a minimum of 2 damage every attack. Armsman assures an addition 2 damage on each hit. Between these two, I'd lean towards Armsman because we're gonna need luck in our side anyway, and an extra 2 damage seems more effective than a minimum of two damage. I can always be completely wrong, too.
Dec 16, 2024 12:10 am
Ok, I was leaning there.
Armsman.
Sneak 2
Notice 1
PS. I'm an idiot. I have shocking assault.
Last edited December 16, 2024 12:13 am

Rolls

Health - (5d6+10+5)

(41461) + 15 = 31

Dec 16, 2024 11:25 pm
Sweet! Now you have both!
Dec 16, 2024 11:27 pm
It means I am nearly guaranteed 4 damage.
Dec 16, 2024 11:32 pm
On a miss, no less!

Hank now has an irrelevant Trade skill, but I am very much hoping that his Precog/Oracle ability and Effort of 5 will be very useful going forward! I will be open for suggestions on questions going forward!
Dec 18, 2024 6:29 am
Douklan rolls HP, compares to 26, takes the higher, and then adds two for being a Warrior (which I think I may have forgotten to do every level before now). That means he now has 28 HP.
Douklan's attack bonus increases by 1.
Douklan's saving throw TNs decrease.
Douklan spends his 3 skill points on Shoot, raising that to level 2.
Douklan chooses a new focus: Close Combatant, level 1.
Last edited December 18, 2024 6:29 am

Rolls

Level 5 HP roll - (5d6)

(66463) = 25

Dec 18, 2024 8:36 pm
Thats 2 HP per level, not 2 HP. Plus, you get the bonus 10 HP for being "cinematic". So, you should be rolling (5d6+10+10). Using your roll above, that means Douklan's HP should be no less than 45.

(There is absolutely no way Douklan's HP can be as crappy as Hank's, particularly with the rolls you just made. So, I double-checked. Douklan's HP cannot be less than 45 at this point.)
Dec 19, 2024 9:32 am
Daryen is right. 45 it is =)

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