Scene 1 - The Ruk Disaster
load previous
Jan 24, 2018 2:59 am
OOC:
raises handJan 24, 2018 3:11 am
Micah shakes his head, draws his pistol and says, "I have a feeling this guy is going to get us killed, one day," then rushes in after Vinny. He tries to keep to the shadows, holding his pistol in front of him, searching for targets.
Jan 24, 2018 3:14 am
Vinny opens the doors, pulling them outwards and then rushes inside. A hail of gunfire erupts around him from two snipers across the large empty space on a walkway four meters above the floor. Ladders, including one three meters from Vinny, lead up to the catwalk. From there, it's a 10 meter run to the first sniper, and 5 meters past him/her to the other one. They have partial cover from their height and the metal railing.
Two Speed Defense rolls from Vinny, and Initiative rolls from everybody, please.
Two Speed Defense rolls from Vinny, and Initiative rolls from everybody, please.
Jan 24, 2018 3:25 am
Seth hears the gunfire from within, and removed his robe-like garment, preparing to change...
Rolls
Initiative (trained) - (1d20+3)
(7) + 3 = 10
Jan 24, 2018 3:20 pm
"Guess we'll see if he can take a shot. Duke comments trying to get into motion suddenly once the firefight starts.
OOC:
Update: }=3Last edited January 24, 2018 3:22 pm
Rolls
Init - (1d20)
(1) = 1
Jan 24, 2018 4:19 pm
OOC:
Ruh Roh... Kinda saw that coming.Rolls
Initiative - (1d20)
(14) = 14
Speed Defense 1 - (1d20)
(5) = 5
Speed Defense 2 - (1d20)
(14) = 14
Jan 24, 2018 7:05 pm
[ +- ] Training Moment
These are level 3 combatants; I won't typically tell you that. Tests against them are vs a roll of 9 (6 if you are trained, 3 if you are specialized in the skill in play). This includes Initiative, Speed Defense, and attack rolls.
Zatamando added 3 to his roll to reflect training, which is an equivalent way of handling the adjusted target number 7+3=10 beats a 9 is the same as a 7 beats a 9-3=6.
For WarDomo's Speed Defense rolls, he needed 9s. Since he failed one roll, he takes one hit. Level 3 enemies (usually) do 3 points of damage.
Lastly, while I am sharing, level 3 enemies (usually) have 9 hit points.
Zatamando added 3 to his roll to reflect training, which is an equivalent way of handling the adjusted target number 7+3=10 beats a 9 is the same as a 7 beats a 9-3=6.
For WarDomo's Speed Defense rolls, he needed 9s. Since he failed one roll, he takes one hit. Level 3 enemies (usually) do 3 points of damage.
Lastly, while I am sharing, level 3 enemies (usually) have 9 hit points.
Anyone who beats 9 Initiative (6 if you're Trained, 3 if you're Specialized in Initiative) can act after their rolls, in any order.
Jan 24, 2018 7:20 pm
Seth prepares himself for combat, and transforms himself into a... well a monster, really. He grows into a terrifying abomination with claws like daggers, and roars a battle cry, moving to charge into the fray.
Jan 24, 2018 7:27 pm
OOC:
thanks for the explanation. Ok so I have 2 Armor does that mean I only take 1 Might Damage? Also, I'm not sure I fully understand what taking might or speed of Intellect damage really means.
Lastly, based on my connection with Seth,should I get a +1 or -1 at this point?
Jan 24, 2018 7:49 pm
OOC:
@WarDomo: Right, your armor reduces the Might damage by 2. Speed damage and Intellect damage come up from less obvious attacks. Clearly Intellect damage can come from mental attacks. They are occur if you run out of your Might pool.As to your connection to Seth, I'm not sure how to adjudicate your idea. Let's take it to OOC to figure out, and just ignore it for now.
Jan 24, 2018 9:44 pm
Vinny shrugs off the pain of the flechette round sticking out of his shoulder as he leaps up the ladder.
OOC:
Vinny will attempt to use his Fleet of Foot to move to short distance and also take his action. Is that enough to get me to immediate range of the first sniper? Also I'm trained in running and jumping so can I reduce the difficulty of the fleet of foot by one step?Rolls
Fleet of foot - (1d20)
(9) = 9
Coin flip for Seth Connection - (1d2)
(1) = 1
Jan 24, 2018 9:53 pm
Movement: you can attack within an immediate distance (3 meters) without moving. If you use your action to move, you can move a short distance of 15m, or a long distance of 30m with a roll.
Jan 24, 2018 9:54 pm
OOC:
right but I'm using my fleet of foot ability[ +- ] Fleet of Foot
If you succeed at a difficulty 2 Speed roll to run, you can move a short distance and take an action in the same round. Enabler.
Jan 24, 2018 10:58 pm
OOC:
It occurs to me now that we never decided on what each outcome of a coin flip would mean. I suggest that if we both make a 1d2 roll, if they match up you get a bonus, if they are different you get a detriment?Rolls
Connection Roll - (1d2)
(2) = 2
Attack - (1d20)
(15) = 15
Jan 24, 2018 11:57 pm
OOC:
I think you’re over complicating it a tad. 1d2. If it’s a 1, I get a -1 to attack rolls for the encounter. If it’s a 2, I get a +1. Either way we role play what is helping/hindering me.Jan 25, 2018 12:07 am
WarDomo says:
OOC:
right but I'm using my fleet of foot ability[ +- ] Fleet of Foot
If you succeed at a difficulty 2 Speed roll to run, you can move a short distance and take an action in the same round. Enabler.
Jan 25, 2018 12:34 am
OOC:
So distance wise it seems okay. I wasn’t sure if the ladders changed thingsJan 25, 2018 12:41 am
@Zatatmando: It takes an action to change. Next round, youll need to move to them, as theyre out of immediate range. So we'll ignore your attack roll.
Jan 25, 2018 1:59 am
Bioluminescent pods flicker along Vinny's arms as he races up the ladder. He pulls hard on the last rung and vaults on to the catwalk. We got a problem, bro? he taunts as he pulls his hand cannon and fires at the first sniper.
UPDATE: That should have been+2 not +3 because of the -1 but it doesn't matter in this case.
OOC:
using a speed effort to lower the difficulty.UPDATE: That should have been+2 not +3 because of the -1 but it doesn't matter in this case.
Last edited January 25, 2018 2:00 am
Rolls
Heavy Ranged Attack - (1d20+3)
(17) + 3 = 20
Jan 25, 2018 2:10 am
OOC:
gotcha. I took that as the action after your note about the initiative,but I jumped the gun on adding my next. Want me to roll again, or just put that action into the next round?
load next