Skyscrapers & ... Groundscrapers? (OOC)

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Apr 10, 2025 7:43 pm
vagueGM says:
lemagne says:
... the grenade idea seems pretty suicidal ...
A mundane cage is pretty risky, but not a lethal magic backlash. If that's your choice: Roll it.
On a 12+ you can assume you have bought yourselves time to deal with the threat at your leisure. (Though dealing with Arthur's arm may be a higher priority with your free time?)
On a 10+ you have a major advantage and can tackle the problems with only minor risks.
On a 7-9 I think there are gaps, and you need to deal with centipedes getting inside, but the ones outside have a hard time attacking you.
On a 6- ... the situation gets worse, your magic does not do what you want.
lemagne says:
... And come on its Wonder Twins power! ...
I will take your word for it that that is cool. I don't know what that is. :)
lemagne says:
... as for the cage door, Herman is hoping to blow that off ...
Yeah. Deal with that afterwards. If you win you will have some time to solve those sorts of problems... if you lose they will add to your problems, but c'est la vie.



OK will roll in RP.
Apr 10, 2025 7:52 pm
vagueGM says:

lemagne says:
... And come on its Wonder Twins power! ...
I will take your word for it that that is cool. I don't know what that is. :)

Here is a sample of wonder twin power
Apr 10, 2025 7:56 pm
lemagne says:
... OK will roll in RP.
Well done. A 10!

Describe it. It's your cage.
Apr 10, 2025 8:46 pm
lemagne says:
(in RP) Now Herman breaks out his glock and takes careful aim at the nearest centipede.
Are you 'taking aim', or are you attacking?

If you are attacking, then describe what you do, how you attack, if you hope to achieve anything special beside just doing damage. Then roll your attack, which is probably +Prowess but the dice used always depend on what you are actually doing in the fiction.
Attacking is a pretty basic move in an RPG, so it follows a generally similar pattern. As the example in the rules [ref] say: "a 10+ means the PC does harm, a 6- means the monster does harm, and a 7-9 means they both do harm", though this is not a toe-to-toe fight, so they might not 'do harm' and might instead 'find a way in' or something (ranged fights are almost always to your advantage).

If you are taking time to 'aim carefully' that could set you up to respond quickly to any change in circumstance, or give you a bonus to an attack, but I am not convinced a roll to aim for a 1+ (on a 10+, or even a 2+ on a 12+) is worth letting the enemy take the lead in dictating the action. Rolling is risky. If you are 'coordinating with your partners' then cool, we can see what they do and slot your action into theirs.
Apr 10, 2025 9:02 pm
That seemed like the kind of action that would invariably call for a roll, so I went ahead.
Apr 10, 2025 10:13 pm
Drgwen says:
(OOC in RP) Rolling Techie, I suppose? I have equipment and a few moments, but these aren't ideal conditions, so I'll just roll Insight?
Techi, like Arcane, can completely change the way things are, and usually it takes time. If you can finish this 4-segment Clock, you can repel the centipedes, and have a solution (get it?) for them going forward as well.

On a 7-9 the clock ticks once, but you have a complication [ref]. Or you can choose to not tick and avoid (or easily dispatch) the complication.
On a 10+ the clock ticks twice, but you still have a complication, you are in the middle of a fight, after all. You can choose to forego one tick of the clock to avoid (or easily dispatch) the complication.
On a 12+ you tick the clock thrice. Technically the rules above for complications still apply (†).
On a 6- things go wrong and you risk losing the concoction. We will see if something can be done to save it once you have dealt with the immediate danger.

((†) If you have the chance you would be foolish to do anything other than complete the task and repel the bugs.:)
Apr 10, 2025 10:59 pm
Ok well Fiona is going to become fixated on her science and will likely ignore complications as much as possible. Until she can’t! Lol.
Apr 11, 2025 4:05 pm
tibbius says:
(OOC in RP)
vagueGM says:
You can pin the centipede down and give Arthur a perfect line for a clean stomp, he should then be able to finish it right away, but you might get bitten again if he can't act in time.
OOC:
Indeed, Arthur already has acted [ref].
Indeed. Your 12 there is why you can stomp the gritter in one go if Herman holds it still. If not then we will need to roll for damage —though with some bonus for the 'crit'— and hope.
tibbius says:
(in RP) "... if you can inject me in the left deltoid it might help."
We have gone a bit past there. :)

But, if you can deal with the current crisis, you will have time to administer anti-venoms.

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