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23:53, 27th April 2024 (GMT+0)

Meta-game & Rules Discussion.

Posted by The ShadowFor group 0
The Shadow
GM, 459 posts
Mon 8 Nov 2010
at 17:41
  • msg #1

Meta-game & Rules Discussion

Folks, I have realised it will take me forever to do your mutations myself, so I am putting together a table you can roll on. Will post tomorrow. Meanwhile, could I please ask you all to put together this stat line for your PCs?

N.B. If you don't know already, to make the text line up you must enclose it in the (pre) and (/pre) tags. Use "<" instead of "(" and ">" instead of ")".

Name          Type                HP    AC/FO/RX/Wl Sp In Na Con Notes
E.X. Ample    Giant Cockroach     25/25 15/15/15/15 06 +2 +1  18 Can walk up walls
Where Na = nature, Pe = perception and Con is your Con score.

Cheers, Vinny
Ordus F. Rattus
player, 13 posts
Say "Cheese".
I dare you!
Mon 8 Nov 2010
at 17:52
  • msg #2

Re: Meta-game & Rules Discussion

You mean like this?

Name          Type                HP    AC/FO/RX/Wl Sp In Na  Pe Con Notes
Ordo F. Rattus Rat Collective     24/24 18/13/15/14 06 +5 +4  +8  12 Firey Aura
The Shadow
GM, 460 posts
Mon 8 Nov 2010
at 17:57
  • msg #3

Re: Meta-game

Almost! My bad should have used Origins instead of type.
Name           Origins               HP    AC/FO/RX/Wl Sp In Na  Pe Con Notes
Ordo F. Rattus Pyrokinetic/Rat Swarm 24/24 18/13/15/14 06 +5 +4  +8  12 Firey Aura
The Shadow
GM, 462 posts
Mon 8 Nov 2010
at 18:20
  • msg #4

Re: Meta-game

BTW for all of you who have put some stats in your bio, thanks a lot and sorry to ask you to duplicate your work!

That said, once you've posted your stat line would you mind changing the bio to some flavour text instead, since we now have a stats thread for all that and more :)
Merlot
player, 3 posts
AC:17 F:12 R:18 W:12
HP: 26/26
Mon 8 Nov 2010
at 18:29
  • msg #5

Re: Meta-game

Name           Origins               HP    AC/FO/RX/Wl Sp In Na  Pe Con Notes
Merlot    Doppleganger Felenoid     26/26  17/12/18/12 07 +3 +1  +1  14 ??


What do you want in the notes section?
The Shadow
GM, 463 posts
Mon 8 Nov 2010
at 18:31
  • msg #6

Re: Meta-game

Anything useful for me to remember, like Ordus' Fiery Aura. In your case maybe "can fall 50ft". Don't worry, will add it myself :)
Multi-Roach
player, 5 posts
AC-18, F-14, R-19, W-13
HP-28/28
Mon 8 Nov 2010
at 18:40
  • msg #7

Re: Meta-game & Rules Discussion


Name        Origins                HP     AC/FO/RX/Wi Sp In Na Per Con Notes

Multi-Roach Duplicator/roach 28/28 18/14/19/13     06 +2 +3 +3  16   Can walk up walls
This message was last edited by the player at 18:46, Mon 08 Nov 2010.
Bedlam Jones
player, 3 posts
AC-18, F-17, R-12, W-16
HP- 21 / 21
Mon 8 Nov 2010
at 19:54
  • msg #8

Re: Meta-game

Name          Origins             HP    AC/FO/RX/Wl Sp In Na Con Notes
Bedlam Jones  Giant Mind Coercer  21/21 18/17/12/16 06 +2 +2  9
This message was last edited by the player at 19:54, Mon 08 Nov 2010.
Flora
player, 3 posts
F:19 R:11 W:12 AC:18
HP:30/30 Sp:6 In:+1
Mon 8 Nov 2010
at 19:57
  • msg #9

Re: Meta-game & Rules Discussion

Name       Origins              HP    AC/FO/RX/Wl Sp In Na  Pe Con  Notes
Flora      Plant Giant        60/60   18/19/11/12 06 +1 +6  +2  18  Load Tolerance

This message was last edited by the player at 02:53, Wed 10 Nov 2010.
The Shadow
GM, 469 posts
Mon 8 Nov 2010
at 21:00
  • msg #10

Re: Meta-game & Rules Discussion

Thanks for the stat lines folsk, BTW I wanted the origins to be Primary/Secondary so if I've got them the wrong way round please let me know.

Now I think that some of you didn't see that you start with d4 gear instead of d4+1, if this applies to you please remove your last item of gear.

Also it seems we have among your gear: a wagon, a pickup truck, Generator with 8 hours of fuel and a giant Possum. I propose these become group items :)
S'kaar
player, 1 post
Tue 9 Nov 2010
at 01:29
  • msg #11

Re: Meta-game & Rules Discussion

Name           Origins               HP    AC/FO/RX/Wl Sp In Na  Pe Con Notes
S'kaar         Rat Swarm/Telekinetic 23/23 20/11/17/12 06 +5 +1  +5  11 Swarm Defense

Ok, the Generator was my last item. Can I just drop one of the two Laptops? :)
The Shadow
GM, 471 posts
Tue 9 Nov 2010
at 11:29
  • msg #12

Re: Meta-game & Rules Discussion

Folks have added an Alpha Mutations table, go ahead and roll them up (use the in game dice roller, it is possible to use custom rolls e.g. 7d80 with Record Each Dice switched on.

For the two Doppelgangers best to make a series of 7 rolls 2d80 with Record Each Roll switched on. Then each time pick your preferred mutation

PM me with your results and your chosen ready mutation. You can look here for more details.

http://community.wizards.com/g...ost_num=54#469941205

I will also post the write-ups for any mutation in play.
The Shadow
GM, 472 posts
Tue 9 Nov 2010
at 11:59
  • msg #13

Re: Meta-game & Rules Discussion

List of mutations here link to a message in this game
The Shadow
GM, 474 posts
Wed 10 Nov 2010
at 18:57
  • msg #14

Re: Meta-game & Rules Discussion

Folks, just sending everyone their Alpha Tech. Also, if you haven't already done so, please fluff you weapons and armour.

Oh and fine about the Laptop S'kaar.
The Shadow
GM, 479 posts
Mon 15 Nov 2010
at 17:50
  • msg #15

Re: Meta-game & Rules Discussion

*Hears pin drop* :)

Folks, what I'm looking for here is a one paragraph "intro" to your character.

Anything to give us a better idea of your PC, for example flashback to the desert journey, describe how your current mutation manifests, ask the mayor something, or just stand around moodily.
Multi-Roach
player, 10 posts
AC-18, F-14, R-19, W-13
HP-28/28
Mon 15 Nov 2010
at 19:11
  • msg #16

Re: Meta-game & Rules Discussion

Appearance:
Not sure of its real name, it just refers to its self as the 'Multi-roach'.
Gender unsure, It appears to be a semi-humanoid giant insect. Walking upright,
this human-sized bug has four legs, but only two 'hands'. Those usually have a
crossbow. It does have a backpack full of other gear.

Background:
Multi-roach is unsure of its background. It grew up in the cites-despite being
stepped on many times-it lived. The prime roach was never killed-just a copy.
Each time it learned more and more-over hearing the mammals. Coping their ways.
Until it finally got enough food and knowledge to walk amongst them...
The Shadow
GM, 480 posts
Mon 15 Nov 2010
at 19:20
  • msg #17

Re: Meta-game & Rules Discussion

Oops, my mistake for not being clear. I want you to make a post in game doing that, not in this thread :) But leave your game post as it is, the question is fine. I will give everyone else a day to post also if they desire then move things on.
The Shadow
GM, 482 posts
Thu 18 Nov 2010
at 17:45
  • msg #18

Re: Meta-game & Rules Discussion

Multi-Roach:
The large bug tapped the fuel gauge and looked at Merlot. It's mandibles click. "There is a fuel question we have. We will need more. Much more..." It pointed out the the furry driver of the car.

BTW you have 10 gallons of fuel between you. I am keeping a tally of shared resources on the party inventory thread.
The Shadow
GM, 484 posts
Sun 21 Nov 2010
at 08:44
  • msg #19

Re: Meta-game & Rules Discussion

Ordus F. Rattus:
...he'll be more than happy to watch Bedlam enjoy himself at the Mash

Actually the plan is you'll be fighting as a group at the mash :)
Ordus F. Rattus
player, 19 posts
Say "Cheese".
I dare you!
Sun 21 Nov 2010
at 17:08
  • msg #20

Re: Meta-game & Rules Discussion

And I'm sure someone will correct Ordo on this point soonish...  :)
The Shadow
GM, 486 posts
Wed 24 Nov 2010
at 22:37
  • msg #21

Re: Meta-game & Rules Discussion

Psst! Best name suggestion (as chosen by Bluetooth) gets 50 XP :)
Ordus F. Rattus
player, 23 posts
Say "Cheese".
I dare you!
Fri 3 Dec 2010
at 19:07
  • msg #22

Re: Meta-game & Rules Discussion

And for my lack of reading comprehension, it appears I am being justly punished by the Die Roller...and will be going first on Turn Two.

11:05, Today: Ordus F. Rattus rolled 6 using 1d20+5. Initiative check!

Remind me to regale you with tales of my abysmal fortune with polyhedrals...

For the benefit of my team-mates, my intended path of movement is as follows: A15, B15, B16, C17, D18, E18.
This message was last edited by the player at 19:10, Fri 03 Dec 2010.
The Shadow
GM, 492 posts
Fri 3 Dec 2010
at 19:15
  • msg #23

Re: Meta-game & Rules Discussion

No worries about Init order for the first move Ordus, that will start next round.
The Shadow
GM, 494 posts
Wed 8 Dec 2010
at 22:57
  • msg #24

Re: Meta-game & Rules Discussion

BTW you do not have to post in Init order, but that is the order I will resolve actions (when it makes a difference who went first).
Multi-Roach
player, 19 posts
AC-18, F-14, R-19, W-13
HP-28/28
Thu 9 Dec 2010
at 05:38
  • msg #25

Re: Meta-game

In reply to The Shadow (msg #24):

Do we have a full round of moves now? (minor, move, and standard?)
The Shadow
GM, 495 posts
Sat 11 Dec 2010
at 15:14
  • msg #26

Re: Meta-game

Yes!
Merlot
player, 11 posts
Double the trouble
Twice the effort
Mon 13 Dec 2010
at 09:12
  • msg #27

Re: Meta-game

Multi Roach, do duplicates act so soon?

I thought one had to wait a turn before they acted?

(I'm just asking as I'm a little noobish when it comes to the rules and the way I read it seemed to indicate it only acted on your next init...)
The Shadow
GM, 496 posts
Mon 13 Dec 2010
at 20:34
  • msg #28

Re: Meta-game

Multi-Roach is correct, his doppelganger acts right after him in Init order and disappears at the end of his next turn.
Ordus F. Rattus
player, 25 posts
Say "Cheese".
I dare you!
Tue 14 Dec 2010
at 17:18
  • msg #29

Re: Meta-game

Intended move: F18, G18, H18, I19

Minor to readying Atlatl...and if the Big Brain is in range, Imma hucking a dart at it as my Standard Action.
The Shadow
GM, 497 posts
Wed 15 Dec 2010
at 20:01
  • msg #30

Re: Meta-game

You weapon in in range Ordus, so go ahead, roll, and post in the main thread. Everyone else, hurry up folks or we'll never get the game on the road. Nothing worse than getting bogged down too much in combat!
Ordus F. Rattus
player, 26 posts
Say "Cheese".
I dare you!
Wed 15 Dec 2010
at 20:33
  • msg #31

Re: Meta-game

12:32, Today: Ordus F. Rattus rolled 18 using 1d20+8. Ranged Attack on the Big Brain.

Rolling damage, just in case...
12:33, Today: Ordus F. Rattus rolled 12 using 1d12. Damage, just in case.

(Why can't I ever roll this well in my 4e game?)
This message was last edited by the player at 20:33, Wed 15 Dec 2010.
Ordus F. Rattus
player, 31 posts
Say "Cheese".
I dare you!
Mon 27 Dec 2010
at 17:50
  • msg #32

Re: Meta-game

Shift to J20
Ranged shot...
09:49, Today: Ordus F. Rattus rolled 17 using 1d20+8. Ranged Attack on the Big Brain.

If an 18 didn't hit, a 17 won't.  No damage roll.
S'kaar
player, 8 posts
Mon 27 Dec 2010
at 19:00
  • msg #33

Re: Meta-game

I think I have LoS on the enemy. If not, I'll shift a square to the south-west, which really must have LoS.

Ranged Shot: 13:59, Today: S'kaar rolled 26 using 1d20+8. Ranged Attack.
I suspect that hit, so
14:00, Today: S'kaar rolled 1 using 1d12. damage.  Stupid Dice...
Multi-Roach
player, 24 posts
AC-18, F-14, R-19, W-13
HP-28/28
Mon 27 Dec 2010
at 20:16
  • msg #34

Re: Meta-game

You should have stat mod+level into that damage, maybe more...
Bedlam Jones
player, 9 posts
I tend to get my own way
like it or not.
Tue 28 Dec 2010
at 03:37
  • msg #35

Re: Meta-game

Someone please double check that I have not taken too many standard / minor / etc actions.

Ideal sequence:
1. Throw Rufus at the Brain.
2. Minor Action: Activate alpha tech.
3. Move to K14. (or Shift to K15 if I can't do a full move)
4. And somewhere in there take my 2nd wind.

If that's too much activity, I'll hang on to Rufus and perform the other three actions - main thing is to disappear before moving/shifting.

Similarly, the attack would have to come before activating the tech, since attacking counters the effect.

Here's the attack roll if we need it:
Bedlam Jones rolled 13 using 1d20+7. Ranged Attack.

Let me know what I actually did, and I'll post some flavor text.
The Shadow
GM, 503 posts
Tue 28 Dec 2010
at 08:18
  • msg #36

Re: Meta-game

OK, second wind is a minor action. You can activate tech, move and take seocnd wind (substituting another minor action for attack). So go ahead and post :)

Remember my alpha tech house rules, you must roll to see if your tech runs out of charges (check your PM for the dice to roll).
The Shadow
GM, 504 posts
Tue 28 Dec 2010
at 08:26
  • msg #37

Re: Meta-game

BTW, Multi-Roach, you can find your Alpha Mutation here link to a message in this game

Also, unless I am mssing something you don't get +5 to your crossbow damage, right?
This message was last edited by the GM at 09:03, Tue 28 Dec 2010.
Multi-Roach
player, 25 posts
AC-18, F-14, R-19, W-13
HP-28/28
Tue 28 Dec 2010
at 12:14
  • msg #38

Re: Meta-game

In reply to The Shadow (msg #37):

Level+Int mod, right? Thats 5...
The Shadow
GM, 506 posts
Tue 28 Dec 2010
at 12:29
  • msg #39

Re: Meta-game

On your hit roll only I believe. But am happy to be corrected!
Multi-Roach
player, 26 posts
AC-18, F-14, R-19, W-13
HP-28/28
Tue 28 Dec 2010
at 12:47
  • msg #40

Re: Meta-game

In reply to The Shadow (msg #39):

Check under basic attack, page 75.
The Shadow
GM, 507 posts
Tue 28 Dec 2010
at 13:32
  • msg #41

Re: Meta-game

Sweet! Everybody else take note, and S'kaar that increases your damage too!
Bedlam Jones
player, 11 posts
I tend to get my own way
like it or not.
Tue 4 Jan 2011
at 14:32
  • msg #42

Re: Meta-game

Does a Mind Coercer's Mental Push allow me to make a creature attack itself?

Mental Push:
  At-will, psi, psychic
  Standard action
  Ranged 10
  1 creature d20+4
  cha + level vs. will
  cha mod psychic damage, and target makes a basic attack against a creature of your choice
Bedlam Jones
player, 13 posts
I tend to get my own way
like it or not.
Wed 5 Jan 2011
at 14:49
  • msg #43

Re: Meta-game

Open Question #2 (see msg 42 for Question #1)

I think the ranged attack bonus is miscalculated on my character sheet.

For a Heavy Ranged Weapon (2 handed?) shouldn't it be:
     (DEX or INT Mod) + (Level) + Weapon Accuracy

Thanks :)
Multi-Roach
player, 28 posts
AC-18, F-14, R-19, W-13
HP-28/28
Wed 5 Jan 2011
at 14:50
  • msg #44

Re: Meta-game

In reply to Bedlam Jones (msg #43):

Heavy is str or con base I thought.
The Shadow
GM, 509 posts
Wed 5 Jan 2011
at 18:39
  • msg #45

Re: Meta-game

Bedlam Jones:
Does a Mind Coercer's Mental Push allow me to make a creature attack itself?


Hmm I'm going to say no on this one, I think the way attack in defined in 4e you can't do it to yourself. So to speak ;)

And thanks for stepping up with the posting folks :) Will have to put my post deadline back to tomorrow though, got lumbered with a late day at the office.
Multi-Roach
player, 29 posts
AC-18, F-14, R-19, W-13
HP-28/28
Wed 5 Jan 2011
at 19:11
  • msg #46

Re: Meta-game

In reply to The Shadow (msg #45):

Are we gonna be able to roll on the new mutation table? I think we have a lot of doubling up on the mutation side here...
The Shadow
GM, 510 posts
Wed 5 Jan 2011
at 19:33
  • msg #47

Re: Meta-game

If it's online somewhere, yes!
Bedlam Jones
player, 14 posts
I tend to get my own way
like it or not.
Wed 5 Jan 2011
at 23:03
  • msg #48

Re: Meta-game

In reply to Multi-Roach (msg #44):

Thanks! 'fraid I'm likely to have lots o' questions since I don't have easy access to any 4th ed books.

So Ranged Weapon "to hit" bonus is based on STR/CON, eh?
Does tend to make everyone the same, don't it...
(sshh... no poking fun at the system!)
Flora
player, 12 posts
Wait, she's a plant?
What gave it away?
Wed 5 Jan 2011
at 23:25
  • msg #49

Re: Meta-game

Just heavy attacks.
Ordus F. Rattus
player, 33 posts
Say "Cheese".
I dare you!
Thu 6 Jan 2011
at 04:38
  • msg #50

Re: Meta-game

20:36, Today: Ordus F. Rattus rolled 21 using 1d20+8. Yet Another Ranged Attack.  Versus AC I think.

This one might actually hit!  So...

20:38, Today: Ordus F. Rattus rolled 6 using 1d12. Damage.
This message was last edited by the player at 04:39, Thu 06 Jan 2011.
Ordus F. Rattus
player, 36 posts
Say "Cheese".
I dare you!
Thu 6 Jan 2011
at 23:13
  • msg #51

Re: Meta-game

ARGH!  Point-blank enemy spawnage!

Move to shift one square (I18)
Minor to shift weaponry

These little buggers are probably fireproof, too...
This message was last edited by the player at 00:07, Fri 07 Jan 2011.
Bedlam Jones
player, 15 posts
I tend to get my own way
like it or not.
Sat 8 Jan 2011
at 16:41
  • msg #52

Re: Meta-game

The Shadow:
The brain strikes out one more time, lashing Flora with a barbed tentacles, before floating up to the central platform.


So we can move after attacking? Wouldn't that - disengaging from melee by more than 5' - prompt an AoO from Flora?
The Shadow
GM, 514 posts
Mon 10 Jan 2011
at 12:00
  • msg #53

Re: Meta-game

Oh well spotted Bedlam, sorry 'bout that. Let me think about what to do in this case. I'll probably just wipe out the attack, will post later today...
The Shadow
GM, 515 posts
Mon 10 Jan 2011
at 18:12
  • msg #54

Re: Meta-game

Flora, if that attack on your hadn't happened, would you still have used your second wind?

I am going to edit out the attack on you, so feel free to retcon your post if desired...
Flora
player, 14 posts
Wait, she's a plant?
What gave it away?
Mon 10 Jan 2011
at 18:24
  • msg #55

Re: Meta-game

Nothing would have changed.
The Shadow
GM, 516 posts
Mon 10 Jan 2011
at 18:33
  • msg #56

Re: Meta-game

While we're at it Ordus you used a minor and move action but no attack??
Ordus F. Rattus
player, 38 posts
Say "Cheese".
I dare you!
Mon 10 Jan 2011
at 18:36
  • msg #57

Re: Meta-game

Look at the order of my actions: MOVE to shift one square without drawing an AoO from the bot, and then MINOR to switch weapons (not safely done in contact!).  I'm not sure that I have any Standard actions that would allow me to attack--character sheet doesn't mention any, but I may have overlooked something terribly obvious.
The Shadow
GM, 517 posts
Mon 10 Jan 2011
at 18:39
  • msg #58

Re: Meta-game

Oooh good point :) OK Merlot, it's up to you now!
Ordus F. Rattus
player, 39 posts
Say "Cheese".
I dare you!
Mon 10 Jan 2011
at 18:43
  • msg #59

Re: Meta-game

Otherwise I'd be tearing into these (regrettably probably fireproof) bots. :)
Bedlam Jones
player, 20 posts
I tend to get my own way
like it or not.
Thu 20 Jan 2011
at 02:40
  • msg #60

Re: Meta-game

So, a couple of points to confirm:
1. We're leaving the pickup (too rugged to take into the sprawl).
2. What about the Opossum?
3. We'll what to haul in food and water if possible. (Found water is risky - 1 in 20 chance of Suburb water putting you in a Dying condition.)

And some questions:
1. Refering to our map, is Compton considered in the Suburbs?
2. And it's 18hrs walking to get to South River?
3. And another 6 to get from the river to the Light Industrial Zone (LIZ)?
4. Does our map indicate who controls the bridge across the river?

If most of the answers are in the affirmative, we're looking at 2+ days to get to the LIZ. That's a lot of provisions and a long way to retreat.

Maybe we should consider exploring the Suburbs until we know who is where (i.e. improve our map)? We can look for secure waypoints / campsites to be used in future, longer expeditions.

What say ye?
The Shadow
GM, 522 posts
Thu 20 Jan 2011
at 18:03
  • msg #61

Re: Meta-game

Very good questions! In fact I was about to pose the exact same ones myself, so please go ahead and decide. Meanwhile, Merlot is AWOL so have room for another player if any of you know anyone who might feel like some Gamma World :)
Bedlam Jones
player, 21 posts
I tend to get my own way
like it or not.
Fri 21 Jan 2011
at 01:47
  • msg #62

Re: Meta-game

OOC: Yah, yah, good questions. But some of'm are for you to answer :)

Where is Compton with respect to the Suburbs?
Do we know who controls the bridge across the South River?

The Shadow
GM, 523 posts
Fri 21 Jan 2011
at 12:36
  • msg #63

Re: Meta-game

Oops, Compton is a couple of kilometers from the edge of the suberbs, which begin after a shallow escarpment. The Sprawl is situated in a river vally, and so invisible from Compton.

No to you second question!
The Shadow
GM, 528 posts
Tue 25 Jan 2011
at 20:43
  • msg #64

Re: Meta-game

Folks, you can assign each party member a role for your travels.

Mapper (one PC only). Relevant skill: Science or Perception
Forager (one or more). Relevant skill: Nature
Scavenger (one or more). Relevant skill: Nature or Science
Lookout (one or more). Relevant skill: Perception

Forager looks for food and water, Scavenger for salvage.
Multi-Roach
player, 39 posts
AC-18, F-14, R-19, W-13
HP-28/28
Tue 25 Jan 2011
at 21:12
  • msg #65

Re: Meta-game

In reply to The Shadow (msg #64):

I call Scavenger! Obviously...hehehe
Flora
player, 18 posts
Wait, she's a plant?
What gave it away?
Tue 25 Jan 2011
at 21:25
  • msg #66

Re: Meta-game

Forager!
Ordus F. Rattus
player, 44 posts
Say "Cheese".
I dare you!
Tue 25 Jan 2011
at 21:29
  • msg #67

Re: Meta-game

Mapper, I suppose.  But we'll need a fireproof map.

Otherwise, Lookout.
S'kaar
player, 14 posts
Tue 25 Jan 2011
at 22:07
  • msg #68

Re: Meta-game

lookout or mapper I guess (+5 perception here, my best among the relevant skills)
Bedlam Jones
player, 24 posts
I tend to get my own way
like it or not.
Wed 26 Jan 2011
at 00:07
  • msg #69

Re: Meta-game

Well Bedlam's current alpha-mutation is "Know-It-All" which gives him +10 to his(otherwise miserable) Science roll. Unless someone can beat that I suggest we keep Bedlam on Mapper until the next alpha-flux.
The Shadow
GM, 530 posts
Sat 29 Jan 2011
at 11:49
  • msg #70

Re: Meta-game

OK, I have added the Dabber Lair to the map thread.

Now you need to make a couple of choices. First, what's you goal?
i) explore the suberbs
ii) push on to the South River
iii) make for the dabber lair

Secondly, you need to decide about your mount and vehicle. Taking them or not, I mean.
Flora
player, 19 posts
Wait, she's a plant?
What gave it away?
Sat 29 Jan 2011
at 16:32
  • msg #71

Re: Meta-game

I say we clear a section before we bring in the heavy equipment. The burbs might have a house we can use to base our truck, but we need to know if anything is worth haulig out.
S'kaar
player, 15 posts
Sat 29 Jan 2011
at 17:25
  • msg #72

Re: Meta-game

I'm for heading to the burbs.
The Shadow
GM, 531 posts
Sat 29 Jan 2011
at 17:55
  • msg #73

Re: Meta-game

S'kaar:
I'm for heading to the burbs.


Options 1-3 all involve heading to the burbs :)
Merlot
player, 16 posts
Double the trouble
Twice the effort
Sun 30 Jan 2011
at 13:56
  • msg #74

Re: Meta-game

I am for exploring the suburbs.
Bedlam Jones
player, 27 posts
I tend to get my own way
like it or not.
Tue 1 Feb 2011
at 04:05
  • msg #75

Re: Meta-game

Sounds like we are pretty much in accord on exploring the suburbs.

Any reason not to bring the possum? Gonna cost us feed whether it comes or stays.

What do we know about Dabbers? Do we want to try setting up a trade deal so that we can get'm off the Mayor's hitlist and make a little cash for ourselves? Do we wanna chop off their tails and collect the bounty? Do we want to construct some counterfeit tails and collect the bounty?

In reply to Flora (msg #71):

I think we leave the truck for now - part of exploring the 'burbs will involve scouting a safe path for driving. If we find a safe parking spot, so much the better.
The Shadow
GM, 533 posts
Tue 1 Feb 2011
at 11:07
  • msg #76

Re: Meta-game

BTW the possum will work if you want to bring it, but the cart suffers from the same problems as the pickup.

Also, Merlot can exchange his exhausted omega tech at the bartermart for, say, one more half litre of water for everyone, plus containers.
The Shadow
GM, 534 posts
Thu 3 Feb 2011
at 17:01
  • msg #77

Re: Meta-game

I just need the final word about the cart them I'm ready to open the new thread :)
S'kaar
player, 16 posts
Thu 3 Feb 2011
at 17:35
  • msg #78

Re: Meta-game

I think bring 'em both (or neither).
S'kaar
player, 17 posts
Thu 3 Feb 2011
at 17:36
  • msg #79

Re: Meta-game

I know, I didn't actually help the discussion by creating a different option :)

I'm actually for taking neither initially, assuming we can trust the locals with them...
Merlot
player, 17 posts
Double the trouble
Twice the effort
Thu 3 Feb 2011
at 20:59
  • msg #80

Re: Meta-game

The Shadow:
BTW the possum will work if you want to bring it, but the cart suffers from the same problems as the pickup.

Also, Merlot can exchange his exhausted omega tech at the bartermart for, say, one more half litre of water for everyone, plus containers.


Merlot doesn't have another use for the exhausted omega tech, so let's go ahead and trade it. Let me know if I need to make an IC post to do this.
Bedlam Jones
player, 29 posts
I tend to get my own way
like it or not.
Fri 4 Feb 2011
at 15:17
  • msg #81

Re: Meta-game

I'm for bringing the opossum - an extra pack animal makes it easier to carry our supplies and water.

And leave the cart - same as the truck - we want mobility now, and we're scouting routes.
The Shadow
GM, 535 posts
Sat 5 Feb 2011
at 10:42
  • msg #82

Re: Meta-game

So we have:

Mapper (Bedlam). Relevant skill: Science or Perception
Forager (Flora). Relevant skill: Nature
Scavenger (Multi-Roach). Relevant skill: Nature or Science
Lookout (Ordus, Merlot, S'kaar). Relevant skill: Perception

Everyone make your rolls please, I will soon be posting in-game.
The Shadow
GM, 536 posts
Sat 5 Feb 2011
at 10:59
  • msg #83

Re: Meta-game

BTW please make two rolls each, one for each 6 hours. The lookout is an important role BTW it helps you to spot new areas.
Flora
player, 20 posts
Wait, she's a plant?
What gave it away?
Sat 5 Feb 2011
at 21:42
  • msg #84

Re: Meta-game


16:42, Today: Flora rolled 8,18 using 1d20+6,1d20+6. Nature skill.
S'kaar
player, 19 posts
Sat 5 Feb 2011
at 22:15
  • msg #85

Re: Meta-game

14:33, Today: S'kaar rolled 22,8 using 1d20+5,1d20+5. Two perception rolls.
Merlot
player, 18 posts
Double the trouble
Twice the effort
Sat 5 Feb 2011
at 23:34
  • msg #86

Re: Meta-game

18:34, Today: Merlot rolled 18,11 using 1d20+1,1d20+1. Perception.
Multi-Roach
player, 41 posts
AC-18, F-14, R-19, W-13
HP-28/28
Sun 6 Feb 2011
at 00:13
  • msg #87

Re: Meta-game

In reply to The Shadow (msg #83):

19:12, Today: Multi-Roach rolled 9 using 1d20+3. Perception.
19:12, Today: Multi-Roach rolled 18 using 1d20+3. Perception.
Bedlam Jones
player, 30 posts
I tend to get my own way
like it or not.
Sun 6 Feb 2011
at 01:11
  • msg #88

Re: Meta-game

Mapping rolls - fumbled the second o_O

Bedlam Jones rolled 26 using 1d20+10. Mapping (Science + Know-it-all).
Bedlam Jones rolled 11 using 1d20+10. Mapping (Science + Know-it-all).
Ordus F. Rattus
player, 45 posts
Say "Cheese".
I dare you!
Sun 6 Feb 2011
at 04:29
  • msg #89

Re: Meta-game

I'm wearing shoes!

20:29, Today: Ordus F. Rattus rolled 13 using 1d20+8. Perception.
The Shadow
GM, 549 posts
Wed 2 Mar 2011
at 18:47
  • msg #90

Re: Meta-game

Combat map is up. Normally I don't care about Init order, but this time please wait for Ordus to post then I will post the porkers' actions.
Ordus F. Rattus
player, 54 posts
Say "Cheese".
I dare you!
Fri 4 Mar 2011
at 16:50
  • msg #91

Re: Meta-game

Rolls are already posted for the Ambush round (aaaand it was a miss).  Or did you want my first official turn actions?
The Shadow
GM, 550 posts
Fri 4 Mar 2011
at 17:10
  • msg #92

Re: Meta-game

Exactly, first offical turn please.
Ordus F. Rattus
player, 55 posts
Say "Cheese".
I dare you!
Fri 4 Mar 2011
at 17:19
  • msg #93

Re: Meta-game

Ahhh, okay.  One moment...

Done.  Fat lot of good it did, too.
This message was last edited by the player at 17:22, Fri 04 Mar 2011.
Ordus F. Rattus
player, 57 posts
Say "Cheese".
I dare you!
Mon 14 Mar 2011
at 16:27
  • msg #94

Re: Meta-game

(ponders map)

Move to L15, scrambling on top of the wall (knowing that this is likely to be a Bad, Bad Idea)
Flinging another dart at the biker in G11.

(ahem)

Hot.  Diggity.  Damn.

08:27, Today: Ordus F. Rattus rolled 28 using 1d20+8. Shooting.   That there is a natural 20, Oh GM.  12 points of damage to the biker.
This message was last edited by the player at 16:29, Mon 14 Mar 2011.
Bedlam Jones
player, 38 posts
I tend to get my own way
like it or not.
Wed 16 Mar 2011
at 03:37
  • msg #95

Re: Meta-game

Since it'll take the porker with the chain longer than his initiative order to tie up the trashed bike, can I use my Mental Push power to force him to use the chain to attack the lead porker?
The Shadow
GM, 556 posts
Wed 16 Mar 2011
at 09:41
  • msg #96

Re: Meta-game

He has already htiched it to  the bike but is still holding the other end. So yes, you're just in range too.
Ordus F. Rattus
player, 59 posts
Say "Cheese".
I dare you!
Fri 18 Mar 2011
at 14:43
  • msg #97

Re: Meta-game

Oh, look.  My favorite target (the one I seem to be able to hit) is still sitting in his square at G11.  Guess that means it's lather, rinse, repeat time!

Flinging another dart at the porker.

06:41, Today: Ordus F. Rattus rolled 20 using 1d20+8. Ranged attack.  And optimistically,

06:43, Today: Ordus F. Rattus rolled 3 using 1d12. Damage reroll!  Wrong value entered.

(Sorry for the reroll.  For some reason the first still had +8 in the equation, although I'm pretty sure I changed the die type and blanked out that field...)
This message was last edited by the player at 14:45, Fri 18 Mar 2011.
The Shadow
GM, 561 posts
Thu 24 Mar 2011
at 18:08
  • msg #98

Re: Meta-game

Multi-Roach:
(OOC-On my turn, Can I do a ready action to make a duplicate in the wheels of the one who tries to drive away, making the bike crash?)


Between the wheels no, in front of the bike yes!
Ordus F. Rattus
player, 61 posts
Say "Cheese".
I dare you!
Sun 3 Apr 2011
at 04:35
  • msg #99

Re: Meta-game

Targeting the opponent in G16!


....aaaaand not with this roll.  Nuts.

21:35, Today: Ordus F. Rattus rolled 15 using 1d20+8.
This message was last edited by the player at 04:35, Sun 03 Apr 2011.
The Shadow
GM, 566 posts
Mon 4 Apr 2011
at 18:26
  • msg #100

Re: Meta-game

Multi-Roach:
(OOC-Remember-I readied an action to put a duplicate in front of a moving biker. He should have crashed right into it...)


See message #51, the porker managed to keep control of his bike and sped off. You could try the same thing with this one though...
Bedlam Jones
player, 43 posts
I tend to get my own way
like it or not.
Thu 14 Apr 2011
at 15:58
  • msg #101

Re: Meta-game

Flora:
  Flora vaults up out of the ditch and works quickly to right the fallen motorcycle. To her fibrous muscles and large frame, it doesn't seem heavy, but the controls are relatively small and not terribly familiar. She unconsciously bites at her lower lip as she works to free the bike and get it moving.

Do we need to make any kind of checks to figure out/move the bikes?

I am under the impression we will have to lift the bikes up and out of the roadway. No point in trying to get them running just yet. More a question of how tall and strong we giants are :) It's a kinda fuzzy spot in the rules.

Another fuzzy spot is how much help S'kaar could provide using his/their telekinetic powers.
Flora
player, 34 posts
Wait, she's a plant?
What gave it away?
Thu 14 Apr 2011
at 16:40
  • msg #102

Re: Meta-game

  Well I got a 15 on a plain-jane strength check if that is of any use at all.
The Shadow
GM, 571 posts
Tue 19 Apr 2011
at 11:26
  • msg #103

Re: Meta-game

Bedlam, so you are saying you just took one motorbike up and hid it so as to have a minute or two more head start? Which direction are you heading, forward on back to your safe house? Or somewhere new?
Bedlam Jones
player, 45 posts
I tend to get my own way
like it or not.
Tue 19 Apr 2011
at 20:05
  • msg #104

Re: Meta-game

The Shadow:
Bedlam, so you are saying you just took one motorbike up and hid it so as to have a minute or two more head start?
Yes. If you don't mind a little retcon.

The Shadow:
Which direction are you heading, forward on back to your safe house? Or somewhere new?

I am inclined to start back toward our safe house. If it looks / sounds like we are pursued, then we'll change direction until we have lost them (or gotten lost). Flora would be our primary hide-the-tracks guide.

~And since we should all be in telepathic range for now, this topic - which way to go - is open to some discussion. As long as we are moving as we conduct our deliberations.~
The Shadow
GM, 574 posts
Fri 22 Apr 2011
at 10:35
  • msg #105

Re: Meta-game

Folks, the defensive possibilities of where you have taken cover are fairly limited. You probably have time to make it back to the safe house however...
Ordus F. Rattus
player, 64 posts
Say "Cheese".
I dare you!
Fri 22 Apr 2011
at 16:01
  • msg #106

Re: Meta-game

What's the Don Carnage quote?  Oh, yes.

"Run away!  Run away!"
Merlot
player, 23 posts
Double the trouble
Twice the effort
Mon 25 Apr 2011
at 05:03
  • msg #107

Re: Meta-game

We concur with the rats.  Safe house works for me too.
The Shadow
GM, 579 posts
Thu 28 Apr 2011
at 17:45
  • msg #108

Re: Meta-game

OK map and key are up. Let me know is anything isn't clear, then decide how to set up your defences. The cellar isn't marked on the map, it's one big room under the building. If you want to make a stand there let me know and I will add it. Fyi it's where your vehicle and mount are stashed.
The Shadow
GM, 580 posts
Thu 28 Apr 2011
at 19:20
  • msg #109

Re: Meta-game

Forgot to add, the enemy will be coming from the eastern edge of the map. The trail you took leaving in the morning was via the door at K18 then east through the vegetation. Do you want to take the same route returning?
Bedlam Jones
player, 47 posts
I tend to get my own way
like it or not.
Fri 29 Apr 2011
at 04:40
  • msg #110

Re: Meta-game

The Shadow:
Forgot to add, the enemy will be coming from the eastern edge of the map. The trail you took leaving in the morning was via the door at K18 then east through the vegetation. Do you want to take the same route returning?

Might as well take the same route returning.

Anyone think of a reason not to?
Merlot
player, 26 posts
Double the trouble
Twice the effort
Fri 29 Apr 2011
at 05:22
  • msg #111

Re: Meta-game

Same route sounds good to me...
The Shadow
GM, 581 posts
Fri 29 Apr 2011
at 17:18
  • msg #112

Re: Meta-game

I'll give everyone till Sunday to comment on/amend the plan, then I'll go with it.
Ordus F. Rattus
player, 67 posts
Say "Cheese".
I dare you!
Fri 29 Apr 2011
at 19:04
  • msg #113

Re: Meta-game

Will catch up later tonight.  I'm off to the Clone Wars...
The Shadow
GM, 582 posts
Sun 1 May 2011
at 09:39
  • msg #114

Re: Meta-game

OK one more question: will you wait hidden until one of them stumbles upon you, or attack and soon as you see them?
Ordus F. Rattus
player, 69 posts
Say "Cheese".
I dare you!
Mon 2 May 2011
at 18:03
  • msg #115

Re: Meta-game

I vote for waiting until they stumble on us.  That sudden 'we're being ambushed' feeling is so wonderfully bad for the oppfor's morale!
Bedlam Jones
player, 49 posts
I tend to get my own way
like it or not.
Mon 2 May 2011
at 18:48
  • msg #116

Re: Meta-game

While I tend to agree with the psychology, from the meta-gaming perspective, I don't think the rules can properly capture the psychology.

So you'll have to lean on the gm if you want that effect :)

I'm thinking more along the lines of being out-numbered and out-gunned.

None of our attacks are likely to take out an opponent in a single hit. We have no recovery capabilities (beyond 2nd wind). So we want to hit them several times for every time they can hit us.

Attacking at range from cover would be the best tactic for achieving this.

For reducing their numbers, we have almost no area-effect capabilities: Giants can hit all adjacent squares in melee, Plant can hit 2 squares(?) with lash, and the Telekinetic can blast 5.

For eliminating their superior (flying!) firepower... the Mind Coercer might be able to cause problems if there are multiple crew members. Other than that we are throwing rocks at armor plating :(

Anyway, I'm leaning toward hitting as soon as we can. But I wouldn't mind hearing others' thoughts.
Multi-Roach
player, 59 posts
AC-18, F-14, R-19, W-13
HP-28/28
Mon 2 May 2011
at 19:57
  • msg #117

Re: Meta-game

In reply to Bedlam Jones (msg #116):

We could stay in caves to avoid chopper attacks...
Merlot
player, 28 posts
Double the trouble
Twice the effort
Mon 2 May 2011
at 20:09
  • msg #118

Re: Meta-game

Being the resident newbie, I'd like to see my character in combat situations before I am able to make a good decision.  He is designed primarily as a melee character (from the looks of it) with auto-flank thanks to his multiple personalities.

So from a distance (ie more than 5 squares), Merlot is reduced to throwing knives.  A basic ranged attack.
The Shadow
GM, 583 posts
Mon 2 May 2011
at 22:19
  • msg #119

Re: Meta-game

You picked up two light and one heavy guns remember. Who has what?
Ordus F. Rattus
player, 70 posts
Say "Cheese".
I dare you!
Tue 3 May 2011
at 04:17
  • msg #120

Re: Meta-game

Point taken, Bedlam.  Fair enough.

Someone else better take the guns, though.  The Rats are a lousy shot.
Merlot
player, 29 posts
Double the trouble
Twice the effort
Tue 3 May 2011
at 05:27
  • msg #121

Re: Meta-game

I'll take a light gun.
Bedlam Jones
player, 50 posts
I tend to get my own way
like it or not.
Tue 3 May 2011
at 13:15
  • msg #122

Re: Meta-game

The Shadow:
You picked up two light and one heavy guns remember. Who has what?

Roach has the heavy gun (shotgun).
Merlot (now) has one of the light guns (automatic w/extra clip).

Who wants the other light gun?
Doesn't make much sense IC for Bedlam to use it. (Giant fingers, dontcha know.)
Flora (with her slender tendrils :) or one of the hordes?
Bedlam Jones
player, 51 posts
I tend to get my own way
like it or not.
Tue 3 May 2011
at 13:20
  • msg #123

Tactics

Proposal:
If they send a scout... we wait until it reaches melee range.

Otherwise we start shooting as soon as we have a decent shot at two or more.

If possible, take out the dogs/ground troops before engaging the helicopter.
Merlot
player, 30 posts
Double the trouble
Twice the effort
Tue 3 May 2011
at 14:46
  • msg #124

Re: Tactics

Sound plan.

As sound as any I've come up with.
Multi-Roach
player, 60 posts
AC-18, F-14, R-19, W-13
HP-28/28
Tue 3 May 2011
at 14:48
  • msg #125

Re: Tactics

In reply to Bedlam Jones (msg #123):

Works for me.

What are the stats for a shotgun again?
The Shadow
GM, 585 posts
Thu 5 May 2011
at 19:22
  • msg #126

Re: Tactics

The shotgun is a two-handed gun. Ability Str/con, accuracy +2, damage 2d10, range 20 squares. However, am changing the range to 10 and adding +2 to damage for this puppy! Also, at 5 or more squares range you can attack two adjacent targets due to weapon spread.

However, the game post will have to be tomorrow, have no energy to post this evening. In the meantime, it would be helpful if you all rolled you Init now then we can move straight onto the first round after the surprise one.
This message was last edited by the GM at 19:24, Thu 05 May 2011.
Bedlam Jones
player, 52 posts
I tend to get my own way
like it or not.
Fri 6 May 2011
at 16:30
  • msg #127

Re: Tactics

11:29, Today: Bedlam Jones rolled 18 using 1d20+2. Initiative.
Merlot
player, 31 posts
Double the trouble
Twice the effort
Fri 6 May 2011
at 17:55
  • msg #128

Re: Tactics

Sorry - didn't realize I needed to post init here...

12:31, Yesterday: Merlot rolled 8 using 1d20+3. Init.
Multi-Roach
player, 61 posts
AC-18, F-14, R-19, W-13
HP-28/28
Fri 6 May 2011
at 18:36
  • msg #129

Re: Tactics

14:36, Today: Multi-Roach rolled 19 using 1d20+2. Init.
Ordus F. Rattus
player, 71 posts
Say "Cheese".
I dare you!
Sat 7 May 2011
at 16:10
  • msg #130

Re: Tactics

09:10, Today: Ordus F. Rattus rolled 18 using 1d20+5. Init.
S'kaar
player, 32 posts
Mon 9 May 2011
at 19:03
  • msg #131

Re: Tactics

S'kaar launches a bundle of rats at the porker behind the tracker beast. The rats hit it and spend a few seconds biting and clawing at the stupefied creature before melting into the rubble.


15:01, Today: S'kaar rolled 9 using 1d12+5.
15:01, Today: S'kaar rolled 23 using 1d20+8. ranged attack on L23.


wrong thread...
This message was last edited by the player at 01:14, Tue 10 May 2011.
Bedlam Jones
player, 54 posts
I tend to get my own way
like it or not.
Mon 9 May 2011
at 19:44
  • msg #132

Re: Tactics

Merlot -

I believe your duplicate must be created within 5 squares of your current position. So you might need to put him in the doorway (K18). Shouldn't affect your hit!
Merlot
player, 33 posts
Double the trouble
Twice the effort
Mon 9 May 2011
at 21:14
  • msg #133

Re: Tactics

Bedlam - I asked to be started in J15, so should be in 5 squares.  Maybe the map didn't get updated?
Bedlam Jones
player, 55 posts
I tend to get my own way
like it or not.
Mon 9 May 2011
at 23:26
  • msg #134

Re: Tactics

Ah... that works :)

Hey Vinny, when you get a chance, please
- update the map with Merlot's starting point J15
- update the Status thread with Bedlam's correct HP - I used my 2nd wind during the previous fight.

Which brings up a good mechanics question - will I have access to another 2nd wind during this combat?

And in general, how long does it take to recover HP?
The Shadow
GM, 588 posts
Tue 10 May 2011
at 18:23
  • msg #135

Re: Tactics

All HPs are refeshed per encounter, plus you get another 2nd wind. This is why I introduced the Wound houserule!

Game post tomorrow with updated position for Merlot.
Ordus F. Rattus
player, 72 posts
Say "Cheese".
I dare you!
Thu 12 May 2011
at 15:37
  • msg #136

Re: Tactics

I am perhaps misreading the map, but as far as I can tell I have no LOS to any valid targets.  :(
Flora
player, 38 posts
Wait, she's a plant?
What gave it away?
Thu 12 May 2011
at 15:56
  • msg #137

Brief Absence

  I'm very sorry but life got completely insane for a while there. I'm now officially back in full force and again I apologize for my spacing out.
The Shadow
GM, 589 posts
Thu 12 May 2011
at 17:32
  • msg #138

Re: Brief Absence

No probs. I will assume you stay put for the surprise round, posting right after this one.
Flora
player, 39 posts
Wait, she's a plant?
What gave it away?
Thu 12 May 2011
at 17:40
  • msg #139

Re: Brief Absence

Yessir.
The Shadow
GM, 591 posts
Fri 13 May 2011
at 20:28
  • msg #140

Re: Brief Absence

Reminder - no need to post in Init order :)
Ordus F. Rattus
player, 73 posts
Say "Cheese".
I dare you!
Fri 27 May 2011
at 23:18
  • msg #141

Re: Brief Absence

Woot!  I has a target!  dog-thingy in K19...

16:18, Today: Ordus F. Rattus rolled 18 using 1d20+8. Ranged Attack at K19.

Optimist that I am, let's roll damage...

16:19, Today: Ordus F. Rattus rolled 9 using 1d12. Ranged Damage.

Minor action to switch weapons.

Move to K18 and prepare for melee.
This message was last edited by the player at 23:27, Fri 27 May 2011.
Ordus F. Rattus
player, 76 posts
Say "Cheese".
I dare you!
Thu 16 Jun 2011
at 03:52
  • msg #142

Re: Brief Absence

I just realized part of the problem.  Mister GM, did you miss my move to K18?  I've been trying to figure out a target from what's on the map and just realized that my intended move action does not seem to have happened...
Ordus F. Rattus
player, 77 posts
Say "Cheese".
I dare you!
Mon 20 Jun 2011
at 01:29
  • msg #143

Re: Brief Absence

Is this thing on?

:/

Which turn are we on? My move action from LAST turn is there, now, but I'm not sure if I got to go THIS turn as a result of waiting for that update to happen...

>_<

And Mister GM isn't talking to me for some reason.

Help, please?
This message was last edited by the player at 01:33, Mon 20 June 2011.
The Shadow
GM, 604 posts
Mon 20 Jun 2011
at 05:55
  • msg #144

Re: Brief Absence

Sorry Ordus, I answered you in the last post in-game. Am about to start the next bout of combat, so let me know if you want to stay at K18.
Ordus F. Rattus
player, 78 posts
Say "Cheese".
I dare you!
Tue 21 Jun 2011
at 03:44
  • msg #145

Re: Brief Absence

Hmmm.

Move me to L17, please, and I'll be taking that stealth roll as I prepare to ambush by melee...

And thanks for the update!  I'm feeling less lost, but being desync'd makes it a bit tough to find a valid target on the board.
This message was last edited by the player at 03:48, Tue 21 June 2011.
The Shadow
GM, 607 posts
Wed 22 Jun 2011
at 18:38
  • msg #146

Re: Brief Absence

Bedlam Jones:
Any porkers visible beyond (further south of) the one at Z13?

There are additional forces coming up on all three fronts but for simplicity's sake please assume they can't be targeted until they are on the map - and that includes being targeted by their allies ;)
Bedlam Jones
player, 69 posts
I tend to get my own way
like it or not.
Mon 11 Jul 2011
at 18:52
  • msg #147

Provoking

While in melee combat, does the use of a mental mutation prompt an Attack of Opportunity?

e.g. if Bedlam used his Mental Push mutation, would the porker at P13 get an AoO?
The Shadow
GM, 624 posts
Tue 12 Jul 2011
at 16:49
  • msg #148

Re: Provoking

I think it does yes.
The Shadow
GM, 629 posts
Wed 20 Jul 2011
at 16:14
  • msg #149

Re: Provoking

Merlot (5HP) and S'kaar (1HP) - in fact, anyone below half your HPs - remember you can use Second Wind as a minor action once per combat. Gives you back half your HPs.
Bedlam Jones
player, 75 posts
I tend to get my own way
like it or not.
Sun 7 Aug 2011
at 16:21
  • msg #150

Re: Provoking

Well, since both Flora and I are using these Brickbat attacks, I thought I should do a little research on the game mechanics of being Prone.

Unfortunately 4ED SRD doesn't give any specific rules.

But in 3.5, a prone character is at -4 when making melee attacks and -4AC when being attacked in melee.

And, even more complicated, standing up from a Prone position is a Move action and provokes an Attack of Opportunity.

So does 4th differ from this?

Also, given Bedlam's current plight, does 4th have the equivalent of Full Defensive, or Fighting Defensively?
The Shadow
GM, 637 posts
Sun 7 Aug 2011
at 20:33
  • msg #151

Re: Provoking

I have been rolling for your attacks of opportunity for the prone porkers as they stand up each round - check the summary posts from yours truly! You only get one per round, however.
Bedlam Jones
player, 78 posts
I tend to get my own way
like it or not.
Fri 12 Aug 2011
at 18:29
  • msg #152

Telepathy

Flora:
Hmm, does that work with everyone or just the one who is in contact with everyone then he/she passes it along as needed?.


Definition from someplace or other:
Group Telepathy (Level 1): While you’re conscious, you and each ally within 10 squares of you can mentally communicate with one another.

So it should work for everyone else to ~talk~ with each other as long as Bedlam is conscious.
The Shadow
GM, 648 posts
Mon 29 Aug 2011
at 09:33
  • msg #153

Re: Telepathy

Ordus F. Rattus:
OOC Yes, folks, I'm Inhabiting Corpse!  Unfortunately for me, the d20 roll means that I'm Dazed this round.

You only have to roll if you decide to push the power in fact. And as rat swarms can't be prone there's no reason to do that. So go ahead and make an attack :)
Ordus F. Rattus
player, 91 posts
Say "Cheese".
I dare you!
Thu 1 Sep 2011
at 04:02
  • msg #154

Re: Telepathy

Ahhh, okay.  ATTACK!  As soon as I figure out where I am...
The Shadow
GM, 651 posts
Thu 1 Sep 2011
at 18:48
  • msg #155

Re: Telepathy

All survivors will be on 1500XP. All the dead can roll up a new L2 character with 1000XP if they desire. And anyone waiting in the wings can come in with 500XP.
Flora
player, 87 posts
Wait, she's a plant?
What gave it away?
Sat 3 Sep 2011
at 15:20
  • msg #156

Re: Telepathy

 Morning all. Hmm, dont have the gamma world phb so not sure if she is second lvl or not. She would be if this was straight 4th lvl d&d but dont know the requirement for gamma world.
Ordus F. Rattus
player, 93 posts
Say "Cheese".
I dare you!
Sat 3 Sep 2011
at 15:39
  • msg #157

Re: Telepathy

First of all, here's the requested roll...
08:38, Today: Ordus F. Rattus rolled 192 using 20d20 with rolls of 10,14,18,11,6,7,14,14,6,10,13,1,17,9,14,7,5,7,5,4. The Check

That bodes poorly.

Secondus, am I qualified as a Survivor, having crashed out and died once?
The Shadow
GM, 654 posts
Mon 5 Sep 2011
at 20:14
  • msg #158

Re: Telepathy

OK, remember you have a pickup truck and a cart pulled by a fireproof possum waiting in the cellar. Both of the giants are too big for the truck, and Ordus is too fiery. He can't reliably hold in his flame for long. Going to ditch the truck or what? Flora and Bedlam are both OK to walk but remember Ordus is weakened and slowed.

Let me know your disposition on the way back to Compton.
Flora
player, 90 posts
Wait, she's a plant?
What gave it away?
Mon 5 Sep 2011
at 20:36
  • msg #159

Re: Telepathy

 Ok, suggestion. Let Ordus ride the opossum since his fire wont burn it any, second lets dump our loot onto the truck or wagon which ever and have the opposum pull the truck/wagon. Just my thought.
Bedlam Jones
player, 87 posts
I tend to get my own way
like it or not.
Mon 5 Sep 2011
at 21:22
  • msg #160

Re: Telepathy

In reply to The Shadow (msg #158):

Well, I thought about the truck (and cart), but the last post I found which mentioned them was msg #81 in this thread. And it indicates we would have left the 'vehicles' in Compton. I found no indication of the truck, cart, wagon, or pickup in the "Sprawl Delve #1" thread.

But if we have them with us...
- hitch the possum up to the truck
- fill the truck - including plizog and porker bodies for the recycler
- Ordus rides, Bedlam and Flora push.
Ordus F. Rattus
player, 97 posts
Say "Cheese".
I dare you!
Tue 6 Sep 2011
at 02:01
  • msg #161

Re: Telepathy

I admit I'd forgotten about my trusty steed.  Sure, he can pull the wagon if you don't mind my snoozing instead of actually trying to guide him...
The Shadow
GM, 656 posts
Wed 7 Sep 2011
at 19:05
  • msg #162

Re: Telepathy

Actually, I misremembered, sorry. You only brought the possum, not the truck and cart (see the last word in the first post of the Delve thread).

Flora and Bedlam can take all the salvage - they are giants after all.

The Possum can either carry the corpses or Ordus, but not both.

Ordus can walk, but this will double your time to get back to base. What will you do? Please edit and/or post in game to let me know which...
The Shadow
GM, 664 posts
Sat 17 Sep 2011
at 09:26
  • msg #163

Re: Telepathy

I am abstracting the bartering a little. If you cash in all your salvage you can pick three from the following list, as well as room and board while you are in Compton.

Energy Mace
Rifle Hound
Photonic Spear
Autodoc
H11 Blaster Rifle
7 days food and water each
Mundane equipment (5 picks e.g. toolkit, rope etc.)

If you want to keep the shotgun, handgun and ammo this drops to two picks.

Flora and Ordus, waiting on the descirption of your alpha mutation change (see Bedlma's post) and Conspiracy rolls...
Ordus F. Rattus
player, 102 posts
Say "Cheese".
I dare you!
Sun 18 Sep 2011
at 16:42
  • msg #164

Re: Telepathy

Conspiracy check?  Moi?

09:41, Today: Ordus F. Rattus rolled 16 using 1d20-1. Conspiracy check.

And let's see.  I am now the Rat Collective Flambeaux...
The Shadow
GM, 668 posts
Tue 27 Sep 2011
at 19:03
  • msg #165

Re: Telepathy

OK as before, what are your goals this time. Head back to the porker base? Explore beyond the Suberbs. Please see the Map thread for more details. Also, bringing the possum, car or cart?

As before, you can assign each party member a role for your travels.

Mapper (one PC only). Relevant skill: Science or Perception
Forager (one or more). Relevant skill: Nature
Scavenger (one or more). Relevant skill: Nature or Science
Lookout (one or more). Relevant skill: Perception

Forager looks for food and water, Scavenger for salvage.

Finally am going to need you to chose equipment too.
Flora
player, 100 posts
Tue 27 Sep 2011
at 19:28
  • [deleted]
  • msg #166

Re: Telepathy

This message was deleted by the player at 19:30, Tue 27 Sept 2011.
Bedlam Jones
player, 92 posts
I tend to get my own way
like it or not.
Wed 28 Sep 2011
at 03:58
  • msg #167

Re: Telepathy

I say we keep the guns and ammo (they go to Crusty and Shreek), trade for the Autodoc and food / water.

Bring the possum, leave the cart and truck.

Explore in the direction of the South River. Avoid Porkers and Dabbers. Looking to improve our map.

Shreek, are you an electrokinetic hawkoid, i.e. can you fly?

Mapper - Bedlam
Forager - Flora
Scavenger - Crusty
Lookout - Ordus

We have room to double up one task. Cautious approach says Lookout. Profitable approach says Scavenger. What say ye?
Flora
player, 102 posts
Wait, she's a plant?
What gave it away?
Wed 28 Sep 2011
at 15:06
  • msg #168

Re: Telepathy

 If Ordus is on lookout then i vote for a good scavenger to attempt to add to our ..pockets.
Crusty Tom
player, 6 posts
Intuitive Lithoderm
New in town
Thu 29 Sep 2011
at 12:50
  • msg #169

Re: Telepathy

If Ordus has good Perception then a second Scavenger is definitely the better option.  Crusty'll try hard but he doesn't have much in the way of Nature or Science so he's not a naturally talented Scavenger.
Shreek the Electroid
player, 2 posts
Thu 29 Sep 2011
at 16:34
  • msg #170

Re: Telepathy

I am - I can fly.
I am not familiar with the danger level of where we go; I'd make either a good Lookout, or a good Scavenger.
Bedlam Jones
player, 94 posts
I tend to get my own way
like it or not.
Sat 1 Oct 2011
at 16:39
  • msg #171

Assignments

Ok... Shreek probably has a better PER even than Ordus, so...

Mapper - Bedlam
Forager - Flora
Scavenger - Ordus, Crusty
Lookout - Shreek

Well none of us has much in the way of Science, so we max out our Forage and Lookout positions and play clean up with extra bodies on Scavenger.
The Shadow
GM, 671 posts
Sun 2 Oct 2011
at 10:34
  • msg #172

Re: Assignments

OK everybody make your rolls in thread with a brief explanatroy post!
Bedlam Jones
player, 95 posts
I tend to get my own way
like it or not.
Sun 2 Oct 2011
at 21:57
  • msg #173

Re: Assignments

The Shadow in OOC msg #220:
Thanks for covering Bedlam!

NP.

You might want to double-check movement rates on the Party Stats tread. I think Bedlam and Flora have bonuses while Crusty might actually have a penalty.

While you're there could you add Shreek? (Shreek is still with us, right?)
quote:
So which Alpha tech are you taking?

Since no one has expressed contrary or other desires, we'll take the AutoDoc. And Bedlam, being a whimpy (low HP) and presumptuous spokesman, will be the one to equip it :)

quote:
Here are the stats for the shotguns:

The shotgun is a two-handed gun. Ability Str/con, accuracy +2, damage 2d10+2, range 10, up to 5 squares can attack 2 targets.

You have two of them and 1 extra ammo each.


That works, and we'll say the light guns (pistols) were part of what we traded away.

So, Shreek and Crusty, in addition to whatever muscle-powered weapons you are taking, you each get a fancy new boomstick (shotgun). See above for stats. Try not to run out of ammo :)

Flora Sprawl Delve 2, msg #3:
... the wagon (my choice of commerce and possum)...

Let's leave the wagon. I know the extra capacity is nice, but I think it will slow us down too much. Once we've improved our map (i.e. found better routes through the ruins), it'll make more sense to bring the wagon and/or truck.
Crusty Tom
player, 8 posts
Intuitive Lithoderm
New in town
Mon 3 Oct 2011
at 14:04
  • msg #174

Re: Assignments

Technically, Crusty's starting equipment included two wagons and a keelboat.

It being fairly impractical to protect, control and generally use three pieces of transportation, Crusty has scavenged one wagon to enclose the top of the other wagon and used the keelboat as skirting to add stability and buoyancy.  The resulting mongrel is a mostly amphibious and rather bulky vehicle/habitation generally called "What the hell is that?" but otherwise known as Crusty's Cabin.

Having no engine or draft-animal, Crusty uses a sail to push the wagon or pulls it himself when there's no other option.

All of which means that Crusty's Cabin might work as a semi-mobile base but is largely unsuitable for use on a delve.

And yes, Crusty has a speed penalty (Speed 5).
The Shadow
GM, 696 posts
Sun 27 Nov 2011
at 08:58
  • msg #175

Re: Assignments

Shreek the Electroid:
Did my attack succeed? If it did I want to slide the mosquitoes and also move.

Hello Shreek, the way I combat in this game is:
i) you don't have to post in Init order, but actions will be resolved in that order.
ii) Copy and paste your dice rolls in OOC (Orange)
iii) Also posts rolls for damage and describe effects like Shift (using the combat map for reference) in your post in case the attack hits. This speeds things up. You can make them conditional (if I hit, move to B4)

BTW your attack did hit the swarm so please post damage and shift in-game.
Bedlam Jones
player, 114 posts
I tend to get my own way
like it or not.
Fri 16 Dec 2011
at 00:23
  • msg #176

Radiation Damage

Hey Shadow,

In msg 66 of Sprawl Delve #2 there was no mention of radiation damage to the folks around the swarm. Did I mistakenly get the impression it was an aura attack which automatically hit any adjacent opponents?

Just trying to make sure Bedlam withdraws before he keels over :)
The Shadow
GM, 704 posts
Sat 17 Dec 2011
at 08:51
  • msg #177

Re: Radiation Damage

Yes, I messed up :) Am retconning posts now. Anyone in one square takes 5 radiation damage. The maggot has a radiation bite by no aura.
The Shadow
GM, 707 posts
Sun 18 Dec 2011
at 11:35
  • msg #178

Re: Radiation Damage

OK, I have retconned the earlier posts. Just waiting for Bedlman to post his action. Also, Ordus, did you see that we have a combat map? I had you move next to the swarm last turn. This will mean you burn it in your aura while taking radtion damage from it. However, if you want to have shifted back before using the fiery flare, you can edit your post.

Also folks please take a look at the party stats thread, have added your Omega tech and special items. Also, you could have chosen one extra Omega tech. Here is the list:

Energy Mace
Rifle Hound
Photonic Spear
H11 Blaster Rifle
This message was last edited by the GM at 11:36, Sun 18 Dec 2011.
Ordus F. Rattus
player, 113 posts
Say "Cheese".
I dare you!
Mon 19 Dec 2011
at 04:56
  • msg #179

Re: Radiation Damage

Yes, sorry. Should have stated it out but I intend to stay put, burn him/it and get some radiation of my own.
Flora
player, 123 posts
Wait, she's a plant?
What gave it away?
Mon 19 Dec 2011
at 16:10
  • msg #180

Re: Radiation Damage

 Hmm, dont know all that much about the omega tech but having a good shoter with the rifle(with ammunition) would be nice for things that were out of reach?.
Shreek the Electroid
player, 16 posts
Mon 19 Dec 2011
at 16:46
  • msg #181

Re: Radiation Damage

Since I'm new here, is there a place we can go to see what each item does? And are there any special rules involving Omega Tech in this game?
The Shadow
GM, 708 posts
Mon 19 Dec 2011
at 17:06
  • msg #182

Re: Radiation Damage

Shreek the Electroid
player, 17 posts
Mon 19 Dec 2011
at 17:13
  • msg #183

Re: Radiation Damage

Holy crap! Dibs on the rifle hound!
The Shadow
GM, 709 posts
Mon 19 Dec 2011
at 19:53
  • msg #184

Re: Radiation Damage

That's one pick for the entire party, not each :)
Shreek the Electroid
player, 18 posts
Mon 19 Dec 2011
at 22:07
  • msg #185

Re: Radiation Damage

Who are we waiting on in the fight? Is it me? It's me, isn't it.
The Shadow
GM, 710 posts
Tue 20 Dec 2011
at 06:26
  • msg #186

Re: Radiation Damage

Bedlam, but will NPC him for one round if necessary. Deadline Wednesday ;)
The Shadow
GM, 719 posts
Thu 5 Jan 2012
at 11:21
  • msg #187

Re: Radiation Damage

Shreek the Electroid:
So, how does healing work in this game?

You can take second wind once per combat (get back half your HP). Like in D&D4E, you regain all your HPs after a short rest. However, am using a wounds system to represent longer term damage. You can find the mechanics in the House Rules thread, and your current Wound Level in the Party Stats thread.
Bedlam Jones
player, 119 posts
I tend to get my own way
like it or not.
Wed 18 Jan 2012
at 21:23
  • msg #188

Reedin' an' ritin'

Ha! Doesn't look like any of us have literacy - no science and no smarts. Just a bunch o' bricks :)
The Shadow
GM, 726 posts
Wed 18 Jan 2012
at 21:32
  • msg #189

Re: Reedin' an' ritin'

OK, I have decided to grant a lucky party member Literacy as an extra perk. I rolled and Crusty Tom's number came up. You can now read, Crusty!
Ordus F. Rattus
player, 121 posts
Say "Cheese".
I dare you!
Wed 18 Jan 2012
at 21:34
  • msg #190

Re: Reedin' an' ritin'

It's a miracle!
This message was last edited by the player at 22:12, Wed 18 Jan 2012.
Shreek the Electroid
player, 26 posts
Wed 18 Jan 2012
at 22:10
  • msg #191

Re: Reedin' an' ritin'

HALLELUJAH!
Crusty Tom
player, 26 posts
Intuitive Lithoderm
New in town
Thu 19 Jan 2012
at 00:33
  • msg #192

Re: Reedin' an' ritin'

Thanks, I think.

I'd better go back and edit my post.
Bedlam Jones
player, 130 posts
I tend to get my own way
like it or not.
Wed 25 Apr 2012
at 21:30
  • msg #193

Two Heads

Whooot! Time to test the extent of rules definitions :)

Sorry, should have thought of this and asked earlier.

I believe we have already ruled that Mental Push cannot force the target to cause self-inflicted damage, but with two heads...

Can the Mental Push power be used to get the Orlon to attack itself - one head against the other?

 "cha mod psychic damage, and target makes a basic attack against a creature of your choice"
The Shadow
GM, 758 posts
Wed 25 Apr 2012
at 21:32
  • msg #194

Re: Two Heads

I say yes! But with -2 penalty on your to hit roll.
The Shadow
GM, 759 posts
Fri 27 Apr 2012
at 07:23
  • msg #195

Re: Two Heads

BTW Bedlam and Flora, your melee attack does 2d8+5 damage (+3 for Str, +2 for level).

Gonna move on tomorrow, Shreek you're up!
Bedlam Jones
player, 132 posts
I tend to get my own way
like it or not.
Fri 27 Apr 2012
at 10:55
  • msg #196

Re: Two Heads

Oops. Thought bonus on an 18 strength was +4... I'll update my char sheet.
The Shadow
GM, 761 posts
Fri 27 Apr 2012
at 11:07
  • msg #197

Re: Two Heads

My mistake Bedlam, you do get +4 for Str 18 so your damage roll is 2d8+6.
Bedlam Jones
player, 134 posts
I tend to get my own way
like it or not.
Sat 28 Apr 2012
at 19:15
  • msg #198

Re: Two Heads

On a more esoteric note, damage goes up with level? Yowser! Who did the playtesting on that? Sounds like an horrendous arms race.
Bedlam Jones
player, 141 posts
I tend to get my own way
like it or not.
Tue 22 May 2012
at 21:56
  • msg #199

Telepathy

Not sure how much of this is GM fiat, how much is scenario specific expansion and how much is stated in the general rules (which I don't have).

The Mind Coercer telepathy is defined as:
"While you’re conscious, you and each ally within 10 squares of you can mentally communicate with one another."

The premise is a secret means for the allies to communicate without the opponents knowing. Very useful.

But in the current situation we have a different sort of telepathy. Obviously with a greater range. And obviously applying to non-allies.

So the questions (which you may or may not want us to have answers to) are:
1. Is the cook's telepathy one-way (he can only send thoughts) or two-way (we can reply)?
2. Is the cook's telepathy capable of reading our minds, i.e. he can receive our thoughts even though we haven't specifically sent them? (If this is the case, then he could obviously tap into our own telepathic communications - psionic counter-measures / psionic counter-counter-measures :)
3. If the cook can read our minds, can we tell that he is reading our minds?
The Shadow
GM, 769 posts
Sun 27 May 2012
at 09:38
  • msg #200

Re: Telepathy

Bedlam Jones:
About the time they turn into the back alley...
The Voice in our heads:
Sorry folks, the back door is off limits. Come in the same way as before if you please.


Bedlam brings the crew to a halt and frowns.
OOC: Are we compelled to obey the voice?
Can we telepathically reply to the voice?


Sorry, should have spotted this question earlier.

You are not compelled to obey, and you don't know about telepathically replying until you try!

Also, the answers to the questions in the post above are all "don't know".
Bedlam Jones
player, 145 posts
I tend to get my own way
like it or not.
Sat 9 Jun 2012
at 17:47
  • msg #201

Warnings

Hmm... I'm imagining things on a larger scale. That is, the folks in alley are too far away from the folks in front for Bedlam's telepathy to reach.

So...
Can we get a ruling on whether or not Bedlam can hear Tom's warning? (whether telepathic or shouted)
The Shadow
GM, 775 posts
Sat 9 Jun 2012
at 18:36
  • msg #202

Re: Warnings

Yes you can.
The Shadow
GM, 776 posts
Sun 10 Jun 2012
at 06:55
  • msg #203

Re: Warnings

Even though he is out of the 10 squares range some kind of aura about this place has improved your telepathy power modestly.
The Shadow
GM, 785 posts
Thu 28 Jun 2012
at 17:16
  • msg #204

Re: Warnings

Flora, you're going to need a double move to reach the robot. Just tell me what square you want to move to in this thread. Will let you use the attack roll next round instead.
Bedlam Jones
player, 150 posts
I tend to get my own way
like it or not.
Thu 28 Jun 2012
at 20:24
  • msg #205

Re: Warnings

If Flora uses the gravity hammer (her call) she could do a regular move (say to I11), then activate the hammer (which has a ranged aspect - close burst 5), drawing the robot into range for the big smash...

Assuming I am interpreting the hammer description properly.
The Shadow
GM, 786 posts
Fri 29 Jun 2012
at 16:20
  • msg #206

Re: Warnings

Bedlam is right about the gravity hammer! Flora, do you want to go for it??? I would advice yes :)
Flora
player, 155 posts
Wait, she's a plant?
What gave it away?
Fri 29 Jun 2012
at 17:24
  • msg #207

Re: Warnings

 Ok, sounds workable even if it knocks me off my feet also.
Bedlam Jones
player, 154 posts
I tend to get my own way
like it or not.
Mon 16 Jul 2012
at 22:13
  • msg #208

Re: Warnings

Would picking up Flora's gravity hammer count as a standard action? (Thereby sacrificing an attack this round in order to acquire a better weapon...)
The Shadow
GM, 793 posts
Tue 17 Jul 2012
at 15:46
  • msg #209

Re: Warnings

Sure, or make a Dex check DC 18 to pick it up and use it too.
Ordus F. Rattus
player, 151 posts
Say "Cheese".
I dare you!
Wed 25 Jul 2012
at 03:12
  • msg #210

Re: Warnings

Its taken me forever and a day to locate my rulebook, but I was looking up second wind for myself and I just saw on page 22 at the tail end of the section on Second wind that "If you are unable to take actions, another character can use a standard action to trigger your second wind."

Do our friends making Death rolls count as bveing unable to take actions? or is that more a wording for immobilized characters?

It will more than likely affect my turn so I am holding off on the post for a moment.
The Shadow
GM, 796 posts
Sat 28 Jul 2012
at 10:17
  • msg #211

Re: Warnings

Ordus, you cannot use second wind if you are unconscious and making death rolls. Sorry I didn't answer this sooner, I realise I have held you up and now am leaving on hols!

Bedlam, I will let you use the encounter power again (you surely need it!), but after that the hammer becomes inert for the rest of the fight (will work as a normal heavy weapon).

BTW, the hammer hit will take out its forcefield, the fight will become easier after that.
The Shadow
GM, 816 posts
Mon 8 Oct 2012
at 16:38
  • msg #212

Re: Warnings

I think an impromptu rat-based cremation would be a good funeral for Shreek... Once Tom has looted the body that is :)
Crusty Tom
player, 65 posts
Intuitive Lithoderm
New in town
Mon 15 Oct 2012
at 00:48
  • msg #213

Re: Warnings

Oops, I totally forgot the front door was/might be open.  Tom may still assume it will have been locked while the group was away and kick it once.  When it rattles, he'd probably check the handle (assuming he hasn't broken it).  After that he'll wait for some indication the giants are ready, either a signal from Bedlam or a break in the rhythm of the hammering.

And I rolled a 16 for Perception to check whether Shreek had any useful gear stashed.  We didn't actually get to that in game and I think we might gloss over it once we're done here so I thought I'd just post the result here for now.
The Shadow
GM, 820 posts
Thu 18 Oct 2012
at 16:26
  • msg #214

Re: Warnings

Ordus F. Rattus:
Ratus steps up next to Tom. "The door was open the whole time?!"

Just so you know, there are two doors to the place. The back door, which Bedlam and Flora have been bashing, and the front door. You have been through the front door before, it leads to a little catina. The door was open the last time you were here too.
Flora
player, 168 posts
Wait, she's a plant?
What gave it away?
Thu 18 Oct 2012
at 17:24
  • msg #215

Re: Warnings

 Without a word she continues to bash at the new steel door but she is a bit upset that a cook has the skill to work with steel the way he has shown he can do. Still it wont make much difference sooner or later they will get to him.
Bedlam Jones
player, 171 posts
I tend to get my own way
like it or not.
Sat 10 Nov 2012
at 00:08
  • msg #216

Rules

Two things...

I was reading through the Origin Powers to see if

1. Could we use Flora's "Lashing Creepers" as rope for climbing?
They would be 10-15' long. Just a question of whether or not they are strong enough to support... a giant, or a stone man, or a bunch of flaming rats. Yeah. I can see where she might not like any of these options :)

And while reading I saw that the Giant powers are all "Encounter" rather than "At-Will".
2. Does this mean they can only be used once per encounter?
If so, I apologize, because I'm fairly certain I've been treating "Brickbat" like a regular, use-it-whenever-I-like attack.
The Shadow
GM, 826 posts
Mon 12 Nov 2012
at 18:03
  • msg #217

Re: Rules

Oops, you are totally correct Bedlam, I hadn't spotted that. Some, but not all, Origin powers are Encounter only. Check your powers folks and we'll play it by the rules from now on.

I think the tentacles can grant everyone a +4 circumstances bonus to all climbers, even Ordus (although she will start the next combat at -5HP from her crisping).
The Shadow
GM, 828 posts
Sun 18 Nov 2012
at 11:34
  • msg #218

Re: Rules

Did someone post the rules for levelling up at some point? Have Shreek's new PC waiting in the wings. Would appreciate it if anyone has the details handy, still got a lot of posts to make in other games :)
The Shadow
GM, 831 posts
Sun 2 Dec 2012
at 10:03
  • msg #219

Re: Rules

Flora:
Waiting to hear that any electricity at the trap door had been cut off before she works to open the door and charge downstairs.

To clarify, no one said anything about electricity on the trap door, although as you've not touched it you can be sure. The voice said they would unlock the door in a few minutes.
The Shadow
GM, 834 posts
Sat 8 Dec 2012
at 08:42
  • msg #220

Re: Rules

OK, unless I hear something by Sunday evening will assume Flora is going in by herself to let you folks in, and post accordingly.
Crusty Tom
player, 71 posts
Intuitive Lithoderm
New in town
Tue 11 Dec 2012
at 13:32
  • msg #221

Re: Rules

Sorry for the hold-up.  Tom would have made it to the roof eventually (he needed a 9 after the +4/+4, DC25's pretty steep for a level 1) but I'm happy to proceed as is.

As a player, anyway.  Tom thinks Flora going in on her own is unnecessarily dangerous :)
Crusty Tom
player, 73 posts
Intuitive Lithoderm
New in town
Thu 13 Dec 2012
at 14:26
  • msg #222

Re: Rules

I thought we would go to the back door because Tom and Ordus didn't find any doors in the dining room?  I'm happy with whichever.
The Shadow
GM, 840 posts
Sat 22 Dec 2012
at 08:53
  • msg #223

Re: Rules

The Shadow:
There is a loud buzzing siren and a click from the lock.

I didn't make it clear, but the three of you outside the back door heard this too.
Bedlam Jones
player, 178 posts
I tend to get my own way
like it or not.
Fri 28 Dec 2012
at 23:24
  • msg #224

Combat Map

Minor, probably insignificant, detail: Since we moved the trashed killer robot remains to block the front door of the soup kitchen [msg 314 & 315 in main thread], should they be located at O-06?
The Shadow
GM, 844 posts
Sat 29 Dec 2012
at 07:37
  • msg #225

Re: Combat Map

Yes, will edit. Flora, you're up!
Crusty Tom
player, 75 posts
Intuitive Lithoderm
New in town
Tue 1 Jan 2013
at 13:17
  • msg #226

Re: Combat Map

Edited my post to include current location and my duality basic, which scored a crit :)
Crusty Tom
player, 78 posts
Intuitive Lithoderm
New in town
Tue 22 Jan 2013
at 12:06
  • msg #227

Re: Combat Map

Woohoo!  High enough in the initiative order that I can use Seismic Stomp without levelling all my friends...
The Shadow
GM, 855 posts
Sun 27 Jan 2013
at 07:44
  • msg #228

Re: Combat Map

Bedlam, my bad for not explaining clearly, but the bodyguard golems are robots. Kind of like a terminator sans flesh. Since your psychic powers won't work on 'em, feel free to redo your post!
Crusty Tom
player, 80 posts
Intuitive Lithoderm
New in town
Tue 29 Jan 2013
at 13:22
  • msg #229

Re: Combat Map

Pretty heavy meta-gaming here but if the security droids are minions, they're unlikely to appreciate your fire aura Ordus.  Mind you, neither will Tom :)
Ordus F. Rattus
player, 174 posts
HP: 25/29
Tue 29 Jan 2013
at 18:35
  • msg #230

Re: Combat Map

In reply to Crusty Tom (msg # 229):

I figured and placed myself accordingly ;-). Tom should be out of danger for the moment, unless I misread the map.
The Shadow
GM, 860 posts
Sun 17 Feb 2013
at 09:48
  • msg #231

Re: Combat Map

Bedlam Jones:
Did he connect last round?

Bedlam, sorry, you missed last round. I don't always describe the misses, in this case I should have because you only just failed. Also, yes level does add to damage. I think it makes sense, the better you get the better you get at hitting in the right place.

Also, just to clarify, Roach Coach emerged from the large walk in freezer on the top left of the map. The door at O7 is open and frigid air is pouring out.
Bedlam Jones
player, 183 posts
I tend to get my own way
like it or not.
Sun 17 Feb 2013
at 15:14
  • msg #232

Re: Combat Map

Should Ordus and Bedlam make AoOs against the retreating bodyguard robots? Would Ordus have to make two - one vs each bot - as they move past him?
The Shadow
GM, 863 posts
Sun 17 Feb 2013
at 15:35
  • msg #233

Re: Combat Map

Bedlam no, but Ordus gets to make one. Well spotted, apologies for missing it. In your own time Ordus :)
The Shadow
GM, 864 posts
Mon 18 Feb 2013
at 12:07
  • msg #234

Re: Combat Map

Flora, you can't get to the Cook, but can move to W7 and engage the bodyguard golem. Alternatively, dunno if you saw it, but Bedlam gave you some good advice in his last post. If you want, you can edit your post and roll again for Machine Control.

Ordus, don't forget your normal attack as well as the Attack of Opportunity.
Flora
player, 185 posts
Wait, she's a plant?
What gave it away?
Mon 18 Feb 2013
at 13:31
  • msg #235

Re: Combat Map

 Well, when i need to roll a 20 to effect a machine, it isnt good odds i am thinking.

 Switch to atk the machine.
Ordus F. Rattus
player, 177 posts
HP: 25/29
Mon 18 Feb 2013
at 14:27
  • msg #236

Re: Combat Map

The Shadow:
Bedlam no, but Ordus gets to make one. Well spotted, apologies for missing it. In your own time Ordus :)


Edited my post to add my regular move/attack as well.
The Shadow
GM, 865 posts
Mon 18 Feb 2013
at 16:56
  • msg #237

Re: Combat Map

Flora:
Well, when i need to roll a 20 to effect a machine, it isnt good odds i am thinking.

 Switch to atk the machine.

That was for the Mega robot. You might have more luck with these...
The Shadow
GM, 875 posts
Mon 25 Mar 2013
at 08:54
  • msg #238

Re: Combat Map

Roach Coach, Bedlam and Tom have already acted, so if you use explode now you will include them in your blast. I have edited your post to have you shoot fire damage this round and warn everyone for the next.

Everyone else: move to the other end of the kitchen next round or be blasted!
Roach Coach
player, 71 posts
Mon 25 Mar 2013
at 09:32
  • msg #239

Re: Combat Map

Thanks..... don't want to blow up my rescuers
Crusty Tom
player, 87 posts
Intuitive Lithoderm
New in town
Mon 25 Mar 2013
at 23:44
  • msg #240

Re: Combat Map

Does Tom get an AoO when the Cook makes a break for it?
The Shadow
GM, 877 posts
Tue 26 Mar 2013
at 07:11
  • msg #241

Re: Combat Map

Good catch Tom, didn't notice that. Yes he does!
Bedlam Jones
player, 191 posts
I tend to get my own way
like it or not.
Wed 10 Apr 2013
at 20:43
  • msg #242

A rulebook!

Yay! Finally have a copy of the rules. And they are very poorly laid out. Pertinent information on a specific topic is scattered all over the place. That said...

re: Death Saving Throws
p. 23 says "If you fail three times before taking a rest, your character dies."

re: Rest
p. 23 says "There are two types of rest: short and extended. You have to stay in one place and avoid strenuous activity during a rest..."
and
"A short rest requires about 5 minutes."
and
"When you take a short rest or an extended rest, you reset your number of failed death saves to 0."

Haven't read much more than that, but it's a little confusing.

How often do we have to make the Death Saving Throw (DST)?
Every round while in combat makes sense, but now that we're out of combat... are we resting?

If a combat round lasts 1 minute, does that mean surviving 5 DSTs counts as a Rest, setting the number of failed DSTs back to 0?
So as long as you make 3 out of 5 rolls you continue to hover on death's door until someone comes along to stabilize you?
The Shadow
GM, 880 posts
Thu 11 Apr 2013
at 06:00
  • msg #243

Re: A rulebook!

One moment. Will post my houserules on it shortly.
The Shadow
GM, 881 posts
Thu 11 Apr 2013
at 11:39
  • msg #244

Re: A rulebook!

OK, first house rule is on a 20 for the Death Save, you recover.

Otherwise you need to be stabilised, which requires a Nature check DC15. Tom's first attempt was a fail.

Death saves failed: Flora, Ordus and Roach have all failed one Death Save (I rolled her last one).

So, Tom and Bedlam make say 15 Nature rolls, everyone else make 5 Death Saves and we'll see who comes through... :)

Good Luck!
Flora
player, 191 posts
Wait, she's a plant?
What gave it away?
Thu 11 Apr 2013
at 21:24
  • msg #245

Re: A rulebook!

Ooc: Death svs.14:23, Today: Flora rolled 9,1,15,20,19 using d20,d20,d20,d20,d20. death svs.
Crusty Tom
player, 90 posts
Intuitive Lithoderm
New in town
Fri 12 Apr 2013
at 00:38
  • msg #246

Re: A rulebook!

Tom got 18, 25, 11, 22.  3 successes within the first 4.  Solid.

Starting with Flora, then Ordus if Bedlam hasn't been able to help him.  With Ordus and Roach Coach, Tom will be moving in, making a stabilisation check and using Duality to move back away in an attempt to avoid the fire damage.  If that doesn't work he won't be able to help Roach Coach as he'll be on 4HP after seeing to Ordus.
The Shadow
GM, 883 posts
Sat 13 Apr 2013
at 08:47
  • msg #247

Re: A rulebook!

With the rolls you have and the duality trick you'll be able to save all three PCs before the last death save is made :) Am updating thread now.
The Shadow
GM, 897 posts
Sat 22 Jun 2013
at 09:20
  • msg #248

Re: A rulebook!

Sorry for the hiatus folks, back on track now.

First of all, any of you who took over a character may create a new one at the same level if you wish (one of the many ex-psychic slaves of the Cook coming to check that he's really dead).

Otherwise level up, which includes giving me your skill picks. In addition from the pick of the supplies in your new base you can re-equip yourself. Each PC gets:

One piece of Omega Tech rolled randomly.
One masterwork weapon of any type, extra +2 to hit and damage.
One superior weapon of any type, extra +1 to hit and damage.
Superior armour, extra +1 to AC.
Enough ammo so that you essentially have a limitless supply. No holding back on guns while you hold the base.

Will post a "later that day" thread on Sunday, when an interesting visitor shows up...
Crusty Tom
player, 97 posts
Intuitive Lithoderm
New in town
Mon 24 Jun 2013
at 02:41
  • msg #249

Re: A rulebook!

No worries.  I need a bit of time to check the mechanics for levelling up anyway.

And yay!  Lots of loot!
The Shadow
GM, 902 posts
Tue 16 Jul 2013
at 14:53
  • msg #250

Re: A rulebook!

Flora, I know I owe you a level up. How's everybody else doing? Looks like we lost Ordus. Tom, you happy to keep playing your character, you can roll your own up now if you like...
Roach Coach
player, 80 posts
Tue 16 Jul 2013
at 15:00
  • msg #251

Re: A rulebook!

Roach is just hanging round .... literally :)
The Shadow
GM, 903 posts
Tue 16 Jul 2013
at 15:08
  • msg #252

Re: A rulebook!

On your levelling up and loot picks I mean :)
Roach Coach
player, 82 posts
Mon 5 Aug 2013
at 13:49
  • msg #253

Re: A rulebook!

Just realised I still have to level up from your post back in june will get to it when I get home tonight
Roach Coach
player, 85 posts
Tue 6 Aug 2013
at 10:01
  • msg #254

Re: A rulebook!

Sorry didn't get round to leveling up last night mother in law just came out if hospital after knee op and had to sort things out there will sort out tonight

When rolling for omega tech do we roll on the dice roller and you let us know what we get.

What dice type do we roll as I can't see anything in the book to cover this

EDIT : just updated character all I need to do is sort out omega tech and I'm up to date
This message was last edited by the player at 10:30, Tue 06 Aug 2013.
Crusty Tom
player, 99 posts
Intuitive Lithoderm
New in town
Thu 8 Aug 2013
at 02:41
  • msg #255

Re: A rulebook!

Sorry to be a nuisance but I don't have access to a rulebook, so I'm a bit stymied on leveling up.  I assume it's similar to DnD4e but if someone could confirm that or offer a quick guide it would really help me.
The Shadow
GM, 910 posts
Thu 8 Aug 2013
at 06:27
  • msg #256

Re: A rulebook!

Am going to post the levelling up rules in the chargen thread this weekend.
Pyralis
player, 2 posts
Mythic
Pyrokinetic
Thu 8 Aug 2013
at 12:32
  • msg #257

Re: A rulebook!

Are the new characters level 1 or 2?  are we picking 1 or 2 Alpha mutations?
The Shadow
GM, 913 posts
Sun 11 Aug 2013
at 11:17
  • msg #258

Re: A rulebook!

Level 1 for new characters. For mutations, roll 7xd80 and determine your deck of 7 "cards" (thread here link to a message in this game). Pick one to start. NB mutations last longer than normal, see the house rules thread link to a message in this game .
The Shadow
GM, 917 posts
Sun 18 Aug 2013
at 09:04
  • msg #259

Re: A rulebook!

New players, can please post your stats line e.g.

Name                 Origins                HP    AC/FO/RX/Wl Sp In Nat Per Wounds Mv Notes
Bedlam Jones         Giant/Mind Coercer     31/31 20/19/14/18 06 +4 +04 +04 05/04  06 Telepathy for all allies within 10

Old players, can you check my numbers. Remember, you level adds to pretty much everything (AC, skills etc.)
Thunderbird
player, 6 posts
Sun 18 Aug 2013
at 14:52
  • msg #260

Re: A rulebook!

Name             Origins           HP    AC/FO/RX/Wl Sp In Nat Per Wounds Mv Notes
Thunderbird Hawknoid/Electrokentic 19    16/14/13/16/06 0 +6   +10 ?      5  Flying

Crinkles
player, 8 posts
Mon 19 Aug 2013
at 15:04
  • msg #261

Re: A rulebook!

Name                 Origins                HP    AC/FO/RX/Wl Sp In Nat Per Wounds Mv Notes
Crinkles     Gravity controller/Yeti       30/30  19/15/14/11 06 +2 +03 +03 00/00  05 Cold Resist 10, No dam. 4 falling

Is Sp = Speed if so what is Mv?
The Shadow
GM, 918 posts
Tue 20 Aug 2013
at 16:35
  • msg #262

Re: A rulebook!

Oops, Mv is superfluous! Will remove.

BTW newcomers, rolled your Mutation deck yet. And old players, you will soon be mutating... pick your next power pls!
Crinkles
player, 9 posts
Tue 20 Aug 2013
at 16:42
  • msg #263

Re: A rulebook!

Yes, this is what I rolled:

12:02, Wed 07 Aug: Crinkles rolled 240 using 7d80, unique dice with rolls of 24,32,48,80,2,11,43. alpha roll.


24 Sonic Screech (A; C; Psi, Psychic) Now this is a KNIFE! Standard Action, close burst 10; Effect: You modify one aspect of the environment in the burst, by adding or subtracting a single illusory object. The object must fit within a square, such as a gun, a dead body, a short bridge, and so on. Any creature that interacts with the object reveals it as illusory, but it seems completely real up to that point. The illusion lasts while this card is readied. Overcharge: When you use this power, you can roll a d20; 10+: Any creature that interacts with the illusion takes 5d8+twice your level psychic damage; 9 or less: You take 5d8+twice your level psychic damage.

32 Body of Light  (A; U; Dark, Fire, Zone) Your flesh expands into burning light. Standard Action, Close Burst 3; Target: Each enemy in burst; Attack: Level + Constitution vs. Reflex.; Hit: 3d6 + Constitution modifier + your level fire damage.; Effect: The burst creates a zone that lasts until the end of your next turn or until you leave its space. Whenever an enemy ends its turn within the zone, it takes 10 fire damage.; Overcharge: When you use this power, you can roll a d20.; 10+: An enemy that ends its turn within the zone takes 20 fire damage instead of 10.; 9 or less: You target each ally in the burst instead of each enemy.

48 Download Ego (A; R; Dark) Even as your vision goes dark, you transfer an imprint of your intellect into your foe's mind. No Action, Melee 1; Trigger: You drop to 0 hit points or fewer.; Effect: You dominate one creature adjacent to you (save ends).; Overcharge: When you use this power, you can roll a d20; 10+: The dominated creature must roll a 16 or higher to succeed on its saving throw to end the domination effect.; 9 or less: When this effect ends, the dominated creature dominates you (save ends).

80 Sound Imitation (couldn't find this one)

2  Tentacles (A; C; Bio) For the love all that's holy, what's growing out of you? Benefit: You grow 2 tentacles, in addition to your normal limbs.  You can draw or sheathe a weapon (or retrieve or stow an item stored on you) as a free action instead of a minor action.; Overcharge: When you start your turn, you can roll a d20; 10+: While this card is readied, you can make a basic attack with your tentacles each round as a minor action.; 9 or less: Your tentacles decide to strangle you.  You fall prone and are stunned (save ends)

11 Metal Body (A; C; Bio) You can walk on almost any surface thanks to your hyper-acute sense of balance. Benefit: You ignore difficult terrain and can’t be knocked prone. You can balance on anything that will hold your weight, and do not grant combat advantage while balancing.; Overcharge: When you start your turn, you can roll a d20.; 10+: You gain a +2 power bonus to AC and Reflex while this card is readied.; 9 or less: You become very clumsy and are slowed while this card is readied.

43 Density (A; R; Bio) Your mass increases drastically, making it tough for others to move you. Benefit: You gain resist 5 to all damage and are immune to forced movement. In addition, you can enter enemy spaces. Whenever you do so, you push the enemy 1 square.; Overcharge: When you start your turn, you can roll a d20; 10+: The resistance to all damage increases to 10 while this card is readied.; 9 or less: You are also slowed while this card is readied.

The Shadow
GM, 919 posts
Tue 20 Aug 2013
at 17:40
  • msg #264

Re: A rulebook!

Can't find Sound Imitation either Crinkles, please roll again or feel free to make a writeup for it :)

Then pick what you're starting with.
Crinkles
player, 10 posts
Tue 20 Aug 2013
at 17:59
  • msg #265

Re: A rulebook!

Tried two more rolls, and I can't find them either.... very weird.


13:49, Today: Crinkles rolled 76 using 1d80. replacement mutation. "Force Field Generation"
13:52, Today: Crinkles rolled 36 using 1d80. trying again because I can't fidn that o.  "All a Dream"



But I did find this site which seems to have a few: http://www.obsidianportal.com/...on-cards-gamma-world

In it I found:
Sound Imitation (Bio)
Have you ever heard 37 cats scratching a chalboard at once? Want to?;
Benefit: You can perfectly mimic any sound. You gain a 5 power bonus to skill checks related to imitating sound.
Overcharge: When you hear a sonic attack, you can roll a d20. **10:* Before the end of your next turn, as a standard action, you can duplicate the triggering sonic attac if this card is readied. *9 or less:** You can’t speak or make sounds with your voice while this card is readied. (No talking!)


Of what I have, I will take Body of Light.
This message was last edited by the player at 04:48, Wed 21 Aug 2013.
Thunderbird
player, 7 posts
Wed 21 Aug 2013
at 01:15
  • msg #266

Re: A rulebook!

08:38, Wed 07 Aug: Thunderbird rolled 135 using 7d80 with rolls of 19,25,31,10,32,3,15. deck.

The cards are in the order that I would like them

Molecular Instability (A; C; Dark, Physical) “You know, molecular bonds aren’t
as strong as people think…” Standard Action, Ranged 10; Target: One creature
or object; Attack: Level + 3 vs. Fortitude; Hit: 4d8 + twice your level physical
damage, and the target is slowed (save ends).; Overcharge: When you hit with
this power, you can roll a d20.; 10+: The attack deals 2d8 extra physical
damage, and the target is turned to stone (save ends). While under this effect,
the target can’t take any actions and gains resist 20 to all damage.; 9 or less:
You take 5d8 + twice your level physical damage, and are turned to stone as
above (save ends). You can’t save against this effect during the turn you
overcharge it.

Healing Roots (A; U; Bio, Healing) You extrude rootlike tendrils into the
ground, drawing nourishment. No Action, Personal; Trigger: You use a second
wind or start your turn unconscious.; Effect: You regain hit points equal to
your bloodied value. Until the end of your next turn, you are immobilized and
ignore forced movement effects.; Overcharge: When you use this power, you can
roll a d20.; 10+: You end all conditions affecting you.; 9 or less: The effect
gains the following aftereffect: You are immobilized (save ends).

Crushing Gravity (A; U; Dark, Physical, Zone) “Let’s make mutant pancakes!”
Standard Action, Area Burst 3 Within 10; Effect: The burst creates a zone that
lasts until the end of your next turn. Whenever a creature starts its turn
within the zone, it is slowed until the start of its next turn and you make
the following attack against it.; Attack: Level + Constitution vs. Fortitude;
Hit: 2d6 + Constitution modifier + your level physical damage, and you knock
the target prone.; Overcharge: When you use this power, you can roll a d20.;
10+: On a hit, the target is also immobilized (save ends).; 9 or less: You are
also immobilized (save ends). You can’t save against this effect during the
turn you overcharge it.

Proboscis (A; C; Bio, Healing, Physical) our nose grows into a two-foot long
stabbing weapon that siphons vital fluids from your foe. No, really. Minor
Action Melee 1; Target: One creature granting you combat advantage; Attack:
level + 5 vs AC; Hit: 1d6 physical damage, and you regain hit points equal to
your level; Effect: You can use this power each turn while this card is readied.
Overcharge: When you start your turn, you can roll a d20; 10+: If you hit with
this power, you regain hit points equal to twice your level instead; 9 or less:
Your proboscis gets in your way. You take a -2 penalty to attack rolls (save
ends).

Body of Light (A; U; Dark, Fire, Zone) Your flesh expands into burning
light. Standard Action, Close Burst 3; Target: Each enemy in burst; Attack:
Level + Constitution vs. Reflex.; Hit: 3d6 + Constitution modifier + your level
fire damage.; Effect: The burst creates a zone that lasts until the end of your
next turn or until you leave its space. Whenever an enemy ends its turn within
the zone, it takes 10 fire damage.; Overcharge: When you use this power, you
can roll a d20.; 10+: An enemy that ends its turn within the zone takes 20 fire
damage instead of 10.; 9 or less: You target each ally in the burst instead of
each enemy.

Mind Switch (A; C; Psi) You switch the minds of two creatures.  Standard action,
ranged 10; Target: One enemy; Effect:  The target is dominated (save ends) by
you or a willing ally within 10 squares of the target.  While the target is
dominated, it dominates the creature dominating it.; Overcharge: When you start
your turn, you can roll a d20; 10+: The target takes a -5 penalty to saving
throws against this power.; 9 or less: You are also stunned(save ends).  You
can't save against this effect during the turn you overcharge it.

Psychic Illusion (A; C; Psi, Psychic) Now this is a KNIFE! Standard Action,
close burst 10; Effect: You modify one aspect of the environment in the burst,
by adding or subtracting a single illusory object. The object must fit within a
square, such as a gun, a dead body, a short bridge, and so on. Any creature that
interacts with the object reveals it as illusory, but it seems completely real
up to that point. The illusion lasts while this card is readied. Overcharge:
When you use this power, you can roll a d20; 10+: Any creature that interacts
with the illusion takes 5d8+twice your level psychic damage; 9 or less: You
take 5d8+twice your level psychic damage.
Bedlam Jones
player, 214 posts
I tend to get my own way
like it or not.
Fri 6 Sep 2013
at 16:25
  • msg #267

Re: A rulebook!

The Shadow:
New players, can please post your stats line e.g.

Name                 Origins                HP    AC/FO/RX/Wl Sp In Nat Per Wounds Mv Notes
Bedlam Jones         Giant/Mind Coercer     31/31 20/19/14/18 06 +4 +04 +04 05/04  06 Telepathy for all allies within 10

Old players, can you check my numbers. Remember, you level adds to pretty much everything (AC, skills etc.)

I believe Bedlam's AC should be 21 due to the newly acquired superior armor.
(Probably applies to Flora, too)
The Shadow
GM, 924 posts
Sat 7 Sep 2013
at 09:12
  • msg #268

Re: A rulebook!

In fact Bedlam I think you were the only PC to take me up on my upgraded equipment I believe (original crew only).

The Shadow:
Each PC gets:

One piece of Omega Tech rolled randomly.
One masterwork weapon of any type, extra +2 to hit and damage.
One superior weapon of any type, extra +1 to hit and damage.
Superior armour, extra +1 to AC.
Enough ammo so that you essentially have a limitless supply. No holding back on guns while you hold the base.


OK Bedlam, Flora, Roach and Tom I would like you to pick a new Alpha mutation from your deck here link to a message in this game

Also check the party stats thread there are a couple of items at the end to claim (poor Shreek's legacy).
Roach Coach
player, 96 posts
Sat 7 Sep 2013
at 09:44
  • msg #269

Re: A rulebook!

Think there was a bit of confusion but I bagged the goggles
The Shadow
GM, 925 posts
Sat 7 Sep 2013
at 09:45
  • msg #270

Re: A rulebook!

The Omega tech was divided fine. It's the new "masterwork" mundane stuff you have to chose.
Roach Coach
player, 97 posts
Sat 7 Sep 2013
at 09:49
  • msg #271

Re: A rulebook!

Updated some time ago crossbow is now masterwork, club is superior as is light armour should all be on the character sheet. Let me know if I missed anything :)
The Shadow
GM, 927 posts
Sat 14 Sep 2013
at 09:25
  • msg #272

Re: A rulebook!

Please note the building to the right of the Soup Kitchen is an old warehouse, fully secure. There are two solid steel doors and a trapdoor on the roof; you have keys to both.

The warehouse, two stories high, is one big dusty room scattered with piles of junk. A metal walkway runs around the walls.

Check the updated combat map for a rooftop view. Still waiting to here on your deployment plans :)
Bedlam Jones
player, 216 posts
I tend to get my own way
like it or not.
Mon 16 Sep 2013
at 07:45
  • msg #273

Handing out the Goodies

There is a shotgun and a hypno-ray to distribute.

Crinkles, why don't you take the shotgun since your omega tech is only good for one ranged attack (but a very nice one).

Roach, why don't you take the hypno-ray. It's a good one-shot for crowd control.
Crinkles
player, 16 posts
Mon 16 Sep 2013
at 15:24
  • msg #274

Re: Handing out the Goodies

If no one objects. Sure.
The Shadow
GM, 929 posts
Mon 16 Sep 2013
at 18:20
  • msg #275

Re: Handing out the Goodies

OK since no-one has given me map references yet, and Bedlam knows which way they are coming, why doesn't Bedlam "deploy" you telepathically.
Roach Coach
player, 99 posts
Mon 16 Sep 2013
at 19:36
  • msg #276

Re: Handing out the Goodies

Will do
Crinkles
player, 17 posts
Mon 16 Sep 2013
at 19:36
  • msg #277

Re: Handing out the Goodies

Sorry, Consider Crinkles at P20.

Can I get the stats on the shotgun?
The Shadow
GM, 930 posts
Sat 21 Sep 2013
at 08:43
  • msg #278

Re: Handing out the Goodies

Bedlam, I will allow you your defensive measures. Will mark the ballista and sandbags on the map.

Unless I hear anything by tomorrow I will assume you are going by Bedlam's original plan and start the combat! Good luck :)

Crinkles, stats for shotgun are here (Crusty has one too) link to a message in this game.
This message was last edited by the GM at 08:45, Sat 21 Sept 2013.
Crinkles
player, 18 posts
Sun 22 Sep 2013
at 01:07
  • msg #279

Re: Handing out the Goodies

I am all set.
The Shadow
GM, 934 posts
Sat 5 Oct 2013
at 06:42
  • msg #280

Re: Handing out the Goodies

Since it's a time-consuming job to post a combat round for me, while there are still a lot of pieces on the board we will use following this posting schedule:

I will post at the weekends, you have the week to make your posts.

Roach, am waiting on your round, you have today as will move to the next round on Sunday. BTW I realise I didn't paste it in-game, but your grab missed :)
Roach Coach
player, 103 posts
Sat 5 Oct 2013
at 07:40
  • msg #281

Re: Handing out the Goodies

Sorry shadow one hell of a week had two new projects land on my desk and had to try and juggle them with the four I already have :(
Crinkles
player, 23 posts
Mon 7 Oct 2013
at 15:05
  • msg #282

Re: Handing out the Goodies

Hi Shadow,

The attack I did, Body of Light is a burst effect:
quote:
Body of Light (A; U; Dark, Fire, Zone)
 Your flesh expands into burning light. Standard Action, Close Burst 3; Target: Each enemy in burst; Attack: Level + Constitution vs. Reflex.; Hit: 3d6 + Constitution modifier + your level fire damage.; Effect: The burst creates a zone that lasts until the end of your next turn or until you leave its space. Whenever an enemy ends its turn within the zone, it takes 10 fire damage.; Overcharge: When you use this power, you can roll a d20.; 10+: An enemy that ends its turn within the zone takes 20 fire damage instead of 10.; 9 or less: You target each ally in the burst instead of each enemy.


Therefore I assumed the attack was akin to a grenade or other burst type weapon so I assumed only one attack and damage roll was necessary:
Crinkles:
Crinkles stands his ground and snarls, "Don't make Crinkles angry...".  They yeti's mouth continues to move but it grows hard to here as Crinkles begins to glow so much that it actually hurts.  The pilzogs perhaps can vaguely make out the shadow form of Crinkles drawing a large shotgun.

Body of light
00:24, Today: Crinkles rolled 16 using 1d20+5. Burst o lite, v. Ref.

00:25, Today: Crinkles rolled 18 using 3d6+5. correct damage.


00:27, Today: Crinkles rolled 6 using 1d20+2. Dark overcharge.

Failed which means that if friends end their turn inside the Close 3 burst they will take 10 fire damage.

I will also take the move action to draw the shotgun.



I will happily roll again but assumed that the bolded section above was appropriate.
Thunderbird
player, 15 posts
Mon 7 Oct 2013
at 23:45
  • msg #283

Re: Handing out the Goodies

On area powers you have to roll for each foe (or friend if that applies) but one damage roll. (Same as in 4th Edition D&D)

On the gun platform, can you describe it? Is it a platform with a guy manning a machine gun? What about shooting at the rotors? tail?
Crinkles
player, 24 posts
Tue 8 Oct 2013
at 01:07
  • msg #284

Re: Handing out the Goodies

Ah... I am one of those 3.5 hold overs. Thanks, Tbird.  My other rolls v. Reflex of the pilzogs.

20:49, Today: Crinkles rolled 16 using 1d20+5. 2nd atk roll.

20:49, Today: Crinkles rolled 25 using 1d20+5. 3rd atk roll.

20:49, Today: Crinkles rolled 11 using 1d20+5. 4th atk roll.

20:49, Today: Crinkles rolled 20 using 1d20+5. 5th atk roll.
Thunderbird
player, 16 posts
Tue 8 Oct 2013
at 01:49
  • msg #285

Re: Handing out the Goodies

Yes, sometimes they get lucky and you roll a 1. (Maybe they ducked at the right time)
The Shadow
GM, 936 posts
Wed 9 Oct 2013
at 06:42
  • msg #286

Re: Handing out the Goodies

Crinkles, actually I rolled for you, but we will use your rolls, means you hit one more plizog. Will update post. Also, Roach was using his new Alpha mutation Shimmershield so took 10HP less damage, will be updating for that as well.

Thunderbird, assume you will be in position to drop some scrap metal (which you did say you were planning, so I assume you have some) onto the helicopter rotors in round five (currently round 3).

Thunderbird, please make a Stealth roll as you try and avoid being spotted by the gunner on the platform.
The Shadow
GM, 969 posts
Sun 12 Jan 2014
at 13:48
  • msg #287

Re: Handing out the Goodies

As Bedlam helpfully pointed out, your saviour is Socket, not Gasket. Post updated. And he's a dabber, not a badder... or is it the other way round ;)

Anyways, he's a mutated raccoon called Socket, NOT a mutated badger called Gasket :)
The Shadow
GM, 977 posts
Sat 8 Feb 2014
at 12:09
  • msg #288

Re: Handing out the Goodies

While you are holed up you all experience the pain that is Alpha flux, as your new mutation emerge.

Flora and Bedlam, pick 2 alpha mutations from your list, Crinkles and Thunderbird pick one. Mutations are here: link to a message in this game

Kappa, you need to roll for your deck of seven.
Bedlam Jones
player, 249 posts
I tend to get my own way
like it or not.
Mon 28 Apr 2014
at 23:03
  • msg #289

Wending ways

Question for the Shadow:

Per Rose's (snarky) remark, would we have to pass through dabber (friends and allies, not extortionists) territory to get to the Soup Kitchen from the Restorationist Exchange?
The Shadow
GM, 1010 posts
Sat 3 May 2014
at 11:44
  • msg #290

Re: Wending ways

No, from here it is a different route. Apols for the delay, posting in-game tomorrow.
The Shadow
GM, 1039 posts
Wed 16 Jul 2014
at 07:47
  • msg #291

Re: Wending ways

Thunderbird:
Thunderbird dived back toward cover and headed to the group. "There is a group of badders with about two dozen slaves that have taken over the compound. They have the slaves throwing up barricades."

OOC:How many badders? Any heavy weapons (Machine guns/artillery?)

In fact the slaves all seem to be digging in the ruins of the Soup Kitchen presumably looking for salvage. The barricades are already compete. In the time available you only got a confused impression of the badder camp, but you saw at least two dozen. As for heavy weapons, some sort of machine gun emplacement has been set up in the centre of the plaza.
Thunderbird
player, 68 posts
Wed 16 Jul 2014
at 12:14
  • msg #292

Re: Wending ways

Will edit the post
The Shadow
GM, 1043 posts
Thu 17 Jul 2014
at 08:33
  • msg #293

Re: Wending ways

Thanks! Also, please everyone check that I have your mutations right, let me know if there's something wrong: link to a message in this game
The Shadow
GM, 1050 posts
Wed 30 Jul 2014
at 08:47
  • msg #294

Re: Wending ways

BTW will be using the Init rolls you made for the last combat (that never was) :)
The Shadow
GM, 1053 posts
Fri 8 Aug 2014
at 10:19
  • msg #295

Re: Wending ways

Great, finally got the map updated and will make the in-game post later today making my final deadline :) A few points on the map:

1) Ignore anything below A, haven't removed all the debris from the battle (or added the new stuff).
2) The bbs are badders. Three are coming from the north, approaching Ophelia's hiding place. Arcus has just flamed into view.
3) The others are either behind the barricades (+8 on their defences) or ducking down on the roof (+4 on their defences while they are ducking down and not attacking). Rather than adding to the rooftop part of the map I have put the roof badders on row x.
4) The rest of you are hunkered down in the debris of an ancient shop front.
5) Remember, if you are on a rubble(*) it cost an extra move to enter and leave.

Any questions on the map post here.
Arcus
player, 28 posts
Pyrokinetic
Gravity Controller
Fri 8 Aug 2014
at 12:29
  • msg #296

Re: Wending ways

Seriously?  Where is the barricade we we're trying to figure out how to bypass?

You completely changed the entire approach and then lined that approach with snipers... that Thunderbird didn't see from above???  Now as apposed to approaching only three badders, as you originally told us, you put me in the absolute worse position so EVERYONE can shoot at me?

Guess I'm dead...
Thunderbird
player, 70 posts
Fri 8 Aug 2014
at 12:57
  • msg #297

Re: Wending ways

They may have been lying down or hidden since they already knew our group has a flyer.


Besides, it will not be the first time we had a tough battle for our group (Might want to review the last battle, I got kissed by a flame thrower). Just hope the DM does not roll a lot of 20's
The Shadow
GM, 1054 posts
Fri 8 Aug 2014
at 15:52
  • msg #298

Re: Wending ways

The barricades are marked B, so at x6,12 and 22. Remember the badders manning the roofs/barricades have probably already seen you, they are not attacking and keeping a low profile, perhaps trying to lure you in through the only street without a barricade KL25.

If course this might change when you engage the badders that have been tailing you, but you get to move.

Generally, I don't think it's fair to punish a player if their internal vision of the battlefield doesn't match up to mine.

Anyways, game post shortly.
The Shadow
GM, 1098 posts
Sat 15 Nov 2014
at 12:01
  • msg #299

Re: Wending ways

Arcus, re looking the bodies, assume you can pick up a one-handed gun with unlimited ammo for this encounter. That applies to anyone who gets to a badder corpse.
Arcus
player, 49 posts
Pyrokinetic
Gravity Controller
Sat 15 Nov 2014
at 13:16
  • msg #300

Re: Wending ways

Oh!  Thank goodness.  I'll define it as a battered 12mm Electromagnum {Heavy 1handed-Ranged} Pistol.  Shoots caseless slugs that could be easily crafted with mechanics... but has powercells to energize the magnetic coils in it.

Sound cool or too high tech?  Arcus is the one character with NO Omega tech going into a major fight.  This is not really omega tech but seems cool.  And honestly.. if its not cool why do it at all? :)
The Shadow
GM, 1099 posts
Sat 15 Nov 2014
at 15:23
  • msg #301

Re: Wending ways

The rule of cool can apply :)
Arcus
player, 52 posts
Pyrokinetic
Gravity Controller
Sun 16 Nov 2014
at 06:28
  • msg #302

Re: Wending ways

Got a question Shadow.. I've defined Arcus' melee weapon as a bastard sword... could I use it two-handed for a slightly reduced amount of damage?  Its not quite heavy enough to be a greatsword or a zweilhander... but its a little bit longer and heavier than a longsword.

Say perhaps...

Bastard Sword - Heavy Melee 1handed = +2 Acc, 1d10
Bastard Sword - Heavy Melee 2handed = +2 Acc, 2d6
The Shadow
GM, 1101 posts
Sun 16 Nov 2014
at 11:09
  • msg #303

Re: Wending ways

Sure!
The Shadow
GM, 1103 posts
Thu 20 Nov 2014
at 17:52
  • msg #304

Re: Wending ways

OK Arucs, it was a heroic idea but you just don't have enough actions to grab Ophelia and attack as both are standard actions. Please chose one or the other and amend your post.

For what it's worth I think you should go for the attack, as Ophelia acts first in Init order and with her pounce powers can get down from the roof unaided.

You may keep your rolls with 3 hits :)
Arcus
player, 56 posts
Pyrokinetic
Gravity Controller
Thu 20 Nov 2014
at 21:39
  • msg #305

Re: Wending ways

Ok Shadow! :)  No problem.. I'll fix it.. sticking to my attacks instead.  I'm sure Ophelia is a big girl and doesn't some young man to save her! lol.  She's perfectly capable of saving herself!
Bedlam Jones
player, 279 posts
I tend to get my own way
like it or not.
Thu 5 Mar 2015
at 17:25
  • msg #306

Winding ways

Crinkles - you can use a standard action to help Bedlam take his second wind (since he hasn't used it yet).

BTW, how high are these barricades (that the 5' tall badders were hoisting Rose over)?
Crinkles
player, 83 posts
8/35 HP
Thu 5 Mar 2015
at 21:30
  • msg #307

Re: Winding ways

Oh good, less people to carry. Updated my combat post.
This message was last edited by the player at 21:31, Thu 05 Mar 2015.
The Shadow
GM, 1148 posts
Sat 7 Mar 2015
at 09:26
  • msg #308

Re: Winding ways

Just over 10ft high. She was pulled up by the badder on top with the others below helping. Slowed them right down, which is why you were able to catch up with them..

FYI it's a Climb roll DC15 to get on top, uses one move action.

Ophelia and Thunderbird, you are up!
The Shadow
GM, 1152 posts
Mon 16 Mar 2015
at 11:48
  • msg #309

Re: Winding ways

Ophelia:
OOC: I have Vitality transfer and shared strength could theses be helpful with Arcus? I ask as they seem to need a target to work

Good thinking! Yes, you can use both, but you'll need an enemy, and from where you are you don't see any enemies. Friends, yes... ;)
Ophelia
player, 209 posts
HP:23 / 9
Mon 16 Mar 2015
at 12:12
  • msg #310

Re: Winding ways

OK guys which one of us can take loosing a little energy so Ophelia can do a miracle on Arcus
Crinkles
player, 84 posts
8/35 HP
Mon 16 Mar 2015
at 19:36
  • msg #311

Re: Winding ways

How far down is Arcus, I only have a few hit points left but will spend them to get him conscious.
Arcus
player, 80 posts
HP:33/15 Lv2 Pyrokinetic
& Gravity Controller
Mon 16 Mar 2015
at 20:45
  • msg #312

Re: Winding ways

I believe Arcus down like negative 2 or 3...
Crinkles
player, 85 posts
8/35 HP
Tue 17 Mar 2015
at 01:07
  • msg #313

Re: Winding ways

So I could transfer like say four of my HP to get Arcus alive and moving and then we can all beat a hasty retreat.

Lick our wounds and then come back and beat some face.
The Shadow
GM, 1153 posts
Tue 17 Mar 2015
at 06:36
  • msg #314

Re: Winding ways

So Ophelia, I suggest you use Shared Strength to take 10HP from Bedlam and give them to Arcus. They are both in range from where you are now.
The Shadow
GM, 1156 posts
Wed 18 Mar 2015
at 17:33
  • msg #315

Re: Winding ways

Ophelia, if (out of combat) you want to use Transfer Strength for 5HP instead of ten I will allow it. However, you must make a CHA check DC 15 (add Cha modifier and level). If you fail, it works normal 10HP for both sides. If you fail by more than five, it only does the damage part.
The Shadow
GM, 1167 posts
Mon 11 May 2015
at 10:40
  • msg #316

Re: Winding ways

BTW I wanted to give you a little more background on your decision whether to head back to Compton. I mean, it sounds like a no-brainer, end the Delve and level up. Why not?

However... I run the Sprawl as a living world. The factions react to what is happening, and your actions have certainly put you on the radar screen of two more groups (Badders and Restorationists) as well as the Porkers, who, though sadly diminished are still (presumably) after your blood.

A trip back to Compton allows them to advance their plans unimpeded. Just a word to the wise :)
Ophelia
player, 215 posts
HP:23 / 9
Mon 11 May 2015
at 13:15
  • msg #317

Re: Winding ways

So we are working though that great book of ancient lore..... "how to make friends and influence people "  :)
Thunderbird
player, 123 posts
HP Current 13 Max 24
F15 R14 W17 AC17
Mon 11 May 2015
at 13:39
  • msg #318

Re: Winding ways

Don't forget the supplemental book "...And kill them."
Ophelia
player, 216 posts
HP:23 / 9
Mon 11 May 2015
at 13:44
  • msg #319

Re: Winding ways

Or the great but lost works of DeeUndDee..... "....kill them and take their stuff...."
Arcus
player, 90 posts
HP:33/15 Lv2 Pyrokinetic
& Gravity Controller
Fri 15 May 2015
at 01:21
  • msg #320

Re: Winding ways

In reply to The Shadow (msg # 316):

Well 'Ranger' Arcus Starborne... is ALL for chasing them down and finding out what deal the Restorationists have cooked up between them and the Slaver Badders.

Since this is a 'living world'... Shadow, how would I the player go about making Arcus' Rangers an organization?  This is not like 3rd Edition D&D where I could take a feat like leadership...

Right now.. I have assumed he has only a handful of scattered Ranger's roaming about brave people who have also grown tired of loosing everything they hold dear to bandits, mutant warlords, rogue insane robots and various other violent vermin and ner-do-wells that roam the Gamma Wastes.  The Rangers as I see them are not 'Judge Dred' lawmen... more like Deadlands - Hell On Earth: Templars.  Basically a group of somewhat grim paladins that roam the world trying to organize people to stand up to the bandits, warlords and menaces of the Gamma World to bring about a return of civilization.

But the Rangers have no real communication... no headquarters... no training facilities.. etc, so they do not really count as an organization as yet.  Not like the Cryptic Alliances... which Arcus is supposed to be a believer in the 'Holy Glow' - The Radioactivists.

What can I do to make the Rangers a real organization?  Or do you even WANT Arcus to do such a thing at all?
Thunderbird
player, 124 posts
HP Current 13 Max 24
F15 R14 W17 AC17
Fri 15 May 2015
at 02:05
  • msg #321

Re: Winding ways

The Judge Dredd idea might be closer than you think. A Judge, rather than retiring, sometimes heads out to to the waste land to bring justice (The Long Walk). It might be that in the past, a former law officer (Hell make him a Texas Ranger), having lived through the war, started it by gathering a few former cops/ex military and set down some laws to enforce, staying busy doing what they were trained to do as they watched what they had grew up protecting through their life, crumbled before their eyes. Given the lawlessness, there are very few left.

It might be that you were taken on as an Apprentice to learn the ropes and now you are on your own, carrying on the traditions.   You might give them ranks based on the amount of territory they cover. An apprentice might be called an I (Roman numeral 1) since they cover one square kilometer of territory.  You might be a Deputy with an "X" on your collar showing that you cover a 10x10 Km area. Next rank is (Sheriff)"C" (100x100 KM) followed by "M" (Marshal)(1,000 x 1,000 km)
Arcus
player, 91 posts
HP:33/15 Lv2 Pyrokinetic
& Gravity Controller
Fri 15 May 2015
at 02:28
  • msg #322

Re: Winding ways

In reply to Thunderbird (msg # 321):

I knew that about the Long Walk for the Judges of the Dred Universe! :)

The issue is.. the world of before was a world of Very High tech... nothing like modern earth... for the most part it was sooo long ago no one remembers.

Arcus was inspired by his father's reading to him the stories of the Lone Ranger... from a artifact.. a worn old paperback novel, likely not EVEN from this reality.. as the colaspe of the World of Wonders was not just a nuclear holocoaust... but also akin to a RIFTS cataclysm... bring monsters aliens and mutants from many different world and eras to the Gamma World.

Read Arcus' history... HE started the Rangers out of his grief and desire to try to protect others form suffering the loss he did that changed his life.

Now.. it would be way cool if there were already an organization of Rangers out there that heard about this young mutant idealist hero-boy starting his own organization of Rangers to be travelling heroes and enforcers of peace and justice.

Arcus' Rangers are more in my opinion like Jedi Knights.  They do not enforce their own law.. but try to uphold the local laws in various communities of justice, peace and rule or law where such laws are not arbitrary, violent, and or injust.

Arcus' Rangers simple code is to protect life, preserve the peace, uphold justice and support the rule of law.  So where human sacrifice is legal.. they would oppose it, but where taxes are levied on the citizens.. they uphold that and support it.  They stand against those who steal, murder and commit violent crime... but they would not topple a ruler who might be corrupt but is governing mostly protecting the lives of his citizens.  Though they might try to inspire the citizenry to move to change their laws to expose such corruption and by legal method remove from office a corrupt ruler.

Rangers do not take sides in political disputes... though it is left to their personal discretion as to how much to intervene when both sides are equally in the wrong.

Rangers are honest, and sometimes are asked to arbitrate in disputes... or at least that is the sterling reputation of fairness and just impartiality that Arcus wants all his Rangers to aspire to.

That is what Arcus would like to do.  His end result would be a return to a age of civilization...where various city states would interact with each other for mutual trade and peaceful cooexistance whatever laws they individually hold to... with the Rangers roaming about supporting that slow rise back to law and order between the city-states of the gamma world.
Thunderbird
player, 125 posts
HP Current 13 Max 24
F15 R14 W17 AC17
Fri 15 May 2015
at 03:57
  • msg #323

Re: Winding ways

Digging through my 1/2e Gamma World stuff, I do not find any organizations that had Rangers. The problem with enforcing any laws depends on the location and who is in control, unless you are working for them, you will not have any rights. In this town, it might be that each block has their own set of laws. (As for taxes, you might want to rethink that, one persons taxes is another persons form of extortion.)
Arcus
player, 92 posts
HP:33/15 Lv2 Pyrokinetic
& Gravity Controller
Fri 15 May 2015
at 05:27
  • msg #324

Re: Winding ways

In reply to Thunderbird (msg # 323):

:) Your sort of missing my point. Arcus' Rangers do not impose their own laws on people... but try to support all governments with equitable, just and fair laws that preserve the public safety, liberty and well-being.  Where such laws do no such thing... they would actively oppose them and try to inspire the people to rise up and change those oppressive laws.

In places where there is no law.. or when there are contradictory laws to the Rangers code.. they always fall back on their own code to the best of their ability to follow.. namely.. protect life, preserve the peace, uphold justice and support the rule of law {if such law does not violate their code}.  Not a police force.. per' se as yet.. but a private security force that supports the efforts of any acceptable and law-abiding authority that is not... spreading death, promoting strife and conflict or unjustly ruling its citizenry.  Indeed that leads arguably to a Very Wide interpretation of what is "acceptible".. and such relies on Rangers of the highest moral character to make a gut call and follow their heart in serving the 'spirit' of the Ranger's Code as Arcus presented it.

It means Arcus' Rangers will find themselves in some VERY hairy situations many times with not always a clear idea of what is the right course to take.. or when they only have a selection of bad choices available to them.  Then all they can really do is rely on their conscience and follow the spirit of the Ranger's Code - protect life, preserve the peace, uphold justice and support the rule of law as best they can determine it.

It will not be easy and not everyone will appreciate Arcus' Rangers butting in... even those who may not be doing anything wrong; but if it were easy it would have already been done... and just because something is VERY hard to accomplish.. does not mean its not worth fighting for.. or even dying for if need be!  "No Guts, NO Glory!"

This is why I can't imagine that Arcus has more than a handful of current Rangers that he has recruited to his cause.
This message was last edited by the player at 05:30, Fri 15 May 2015.
The Shadow
GM, 1169 posts
Sat 16 May 2015
at 07:58
  • msg #325

Re: Winding ways

Arcus:
Since this is a 'living world'... Shadow, how would I the player go about making Arcus' Rangers an organization?  This is not like 3rd Edition D&D where I could take a feat like leadership...

The Rangers don't exist in this reality, but the Sprawl is a confluence of many realities. Perhaps there are other rangers like you roaming the Sprawl, walk-ins from a different Sprawl. Perhaps you might be able to gather them together. But that is certainly a longer-term project best initiated from Compton IMO.
The Shadow
GM, 1189 posts
Mon 27 Jul 2015
at 15:41
  • msg #326

Re: Winding ways

Thunderbird, you used up your laser ammo, right? Or did you have extra?
Thunderbird
player, 147 posts
HP Current 13 Max 24
F15 R14 W17 AC17
Mon 27 Jul 2015
at 15:43
  • msg #327

Re: Winding ways

I had used it more than once in the last battle so I need to find more batteries to recharge it.
The Shadow
GM, 1192 posts
Wed 29 Jul 2015
at 15:52
  • msg #328

Re: Winding ways

Bedlam Jones:
While speaking to Wilbur and searching the plaza, Bedlam steps closer to the cover provided by:
- the armored car?
- the generator?
- the remains of the original warbot defender?

Sorry folks, should have updated the combat map, but:

The armoured car is gone, you can still see its tire tracks leading out of the plaza. Judging by how deep they are you'd say it was pretty loaded down, certainly with the generator and electric fence, which are also no longer there.

Of the warbot there is no sign at all, but no doubt such a valuable artifact would have been spirited away days ago.

Will update the map shortly, I have a feeling we might need it ;)
The Shadow
GM, 1210 posts
Tue 29 Sep 2015
at 15:55
  • msg #329

Re: Winding ways

Folks, see here link to a message in this game.

Since it doesn't look like you will be getting into a fight, please everyone level up while I'm gone. You must also pick a new Alpha Mutation (or two).

Depending on what's posted I may appear in the main thread before I'm gone.
Arcus
player, 123 posts
HP:38/19 Lv3 Pyrokinetic
& Gravity Controller
Tue 29 Sep 2015
at 19:32
  • msg #330

Re: Winding ways

In reply to The Shadow (msg # 329):

If this means we get to Compton... Arcus will begin full on recruiting for the 'Rangers".  He is not looking for just anybody... like the Red Guard... {bet their community is called 'Redwall' :)}, Arcus is looking for candidates of the highest moral calibur - self-sacrificing, generous, kind, courageous, just, not motivated by wealth or bigotry.

He does not expect to find many with those kinds of high ideal qualities.. which is fine.  The Rangers are supposed to be selfless heroes by definition that will be a small group.. if he finds only one or two candidates out of all of Compton willing to dedicate themselves to such high ideals he will be Shocked.. he does not expect to find any!

But if he does find such a candidate.. Arcus will spend a lot of time training that candidate... equal parts ethics, survival and combat training.  High ideals are great... but one will need the skill to back them up with force if necessary!  Though probably what Arcus considers more important is the Ethics of being a peace-keeper and a fair & merciful hand, whenever possible, in meting out justice... using violence as a last and regrettable recourse!

I will have an post ready eventually detailing his actions.. this is just an overview of his Rangers recruitment... there are other things he will be doing as well, depending upon how much time we have... as downtime.
This message was last edited by the player at 19:33, Tue 29 Sept 2015.
Thunderbird
player, 153 posts
HP Current 13 Max 24
F15 R14 W17 AC17
Thu 1 Oct 2015
at 17:23
  • msg #331

Re: Winding ways

Unless I missed a level up along the way, Thunderbird just turned 3rd so no new alpha mutation.
Crinkles
player, 107 posts
8/35 HP
Thu 1 Oct 2015
at 19:12
  • msg #332

Re: Winding ways

I too am turning lev. 3.
Arcus
player, 126 posts
HP:43/21 Lv4 Pyrokinetic
& Gravity Controller
Thu 1 Oct 2015
at 20:21
  • msg #333

Re: Winding ways

Ummm guys... Arcus has been level 3 for some time... I'm leveling to 4th!  So I don't know why you too arn't level 4 as well? I think you missed a level up.

I've been PM'ing back and forth with Shadow... he thinks I'm supposed to be 4th as well!

EDIT:  I've been looking at the OOC posts... and not finding anything conclusive... so I'll PM Shadow and directly ask him what levels we should be at this point...
This message was last edited by the player at 20:38, Thu 01 Oct 2015.
The Shadow
GM, 1212 posts
Fri 2 Oct 2015
at 05:43
  • msg #334

Re: Winding ways

I'm going to check, but you should certainly not be level 4. I actually thought you were level 1! Am going to check post holidays :)
Arcus
player, 127 posts
HP:43/21 Lv4 Pyrokinetic
& Gravity Controller
Fri 2 Oct 2015
at 08:22
  • msg #335

Re: Winding ways

In reply to The Shadow (msg # 334):

LOL..ok.. so I've made a mistake...! ;)

But how could you possibly think I'm supposed to 1st level with 33 hit points.. by YOUR records in the Character Summary?

So I'm leveling to third... no change, I think when you posted in the ooc thread that...

The Shadow:
msg #710
Everyone levels up at the end of the delve, back in a secure base - which at the moment in Compton.

Going to check on the healing rules and post again tomorrow.


I leveled up then, taking that for a yes.  But that was after all the fighting had been completed anyways.
This message was last edited by the player at 08:23, Fri 02 Oct 2015.
Arcus
player, 128 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Fri 2 Oct 2015
at 08:28
  • msg #336

Re: Winding ways

Ok.. level up fixed.. third level.

Arcus Starborne  Pyrokinetic/Gravity Con  3  38/38 21/16/16/16 05 +4 +07 +04 00/09  Rst. 10 Fire, Fire 5, No dam. fall

Oh.. I think you have my AC listed incorrectly... AC22.  I'm wearing heavy armor so I do NOT get my Dex modifier to AC so it should be only 10 + Hvy Armor [+7] + Shield [+1] + Level [+3] = 20 {21 w/shield}
This message was last edited by the player at 08:39, Fri 02 Oct 2015.
The Shadow
GM, 1216 posts
Sat 17 Oct 2015
at 08:24
  • msg #337

Re: Winding ways

Thanks Arcus, can everyone else please give me their new stat line and mutation choice. Got a few loose ends to chase up, so don't expect an in-game post from me for a few days, although you may get a PM or two.

Feel free to roleplay further in the Compton thread.
The Shadow
GM, 1218 posts
Thu 22 Oct 2015
at 17:44
  • msg #338

Re: Winding ways

Can anyone find a description of the mutation Devolution?? My google-fu is evidently not strong enough...
Arcus
player, 131 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Thu 22 Oct 2015
at 20:00
  • msg #339

Re: Winding ways

In reply to The Shadow (msg # 338):

9.  Devolution (A; S; Dark, Psychic) A Mind is a terrible thing to waste. Standard Action, ranged 10;
Target: One Creature;
Attack: Level+3 vs. Fort;
Hit: 3d10 + Int modifier + 2x Level psychic damage, and the target is dazed and can make only basic attacks (save ends both);
Overcharge: When you hit with this power, you can roll a d20; 10+ The target takes a -5 penalty to saving throws against this power;
9 or less: You hit yourself with this power

http://www.lyonesse.info/gamma...gwamcv.php?item=RAD9

...My Kung Fu, is STRONG!
Bedlam Jones
player, 310 posts
I tend to get my own way
like it or not.
Fri 23 Oct 2015
at 23:21
  • msg #340

Re: Winding ways

Here're Bedlam's Level 5 stats
Name             Origins                 Lvl HP    AC/FO/RX/Wl Sp In Nat Per Wounds
Bedlam Jones     Giant/Mind Coercer       5  41/41 23/21/16/20 06 +6 +06 +06 01/04
Notes: Telepathy for all allies within 10
The Shadow
GM, 1219 posts
Sun 25 Oct 2015
at 07:39
  • msg #341

Re: Winding ways

One question: do you want Crusty to work on rebooting ZE-5? Will mean less resources for you next delve.
Rose
player, 341 posts
Wait, she's a plant?
What gave it away?
Sun 25 Oct 2015
at 13:58
  • msg #342

Re: Winding ways

 Do we need a robot/cyborg?.
The Shadow
GM, 1220 posts
Sun 25 Oct 2015
at 14:11
  • msg #343

Re: Winding ways

He will stay with Crusty Tom in any event. Thinking more or what the Restorationists will want/say/do...
Arcus
player, 134 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 25 Oct 2015
at 16:50
  • msg #344

Re: Winding ways

Just curious... since there is no 'real' cash/currency... how do we get value for all the badder slaver weapons we collected after the battle? How do we equate equal shares to the salvage members?
The Shadow
GM, 1222 posts
Sun 25 Oct 2015
at 17:37
  • msg #345

Re: Winding ways

I am applying a rule of thumb at the moment, way toying with setting up a simple Barter Point system in actual fact.
Crinkles
player, 110 posts
8/35 HP
Mon 26 Oct 2015
at 22:09
  • msg #346

Re: Winding ways

Crinkles Level 3 stats
Name             Origins                Lvl  HP    AC/FO/RX/Wl Sp In   Nat  Per Wounds
Crinkles     Grav Control/Yeti       3 26/26  21/17/16/13 05 +4 +05 +05  03/09
Resist 10 Cold, No dam. falling
Thunderbird
player, 156 posts
HP Current 13 Max 24
F15 R14 W17 AC17
Tue 27 Oct 2015
at 02:20
  • msg #347

Re: Winding ways

Thunderbird
Hawknoid/Electrokentic   3  29/29 17/16/13/18 05 +2 +08 +12 03/04  Fly 5, Literate
Molecular Instability
(Not sure on the wounds section)
The Shadow
GM, 1233 posts
Tue 24 Nov 2015
at 06:59
  • msg #348

Re: Winding ways

Crinkles, only Bedlam can project his thoughts, although I do stretch the rules a bit and allow PCs to "think back" at him. But you can't do it by yourself...
Crinkles
player, 112 posts
8/35 HP
Tue 24 Nov 2015
at 14:55
  • msg #349

Re: Winding ways

Ha, right. I forgot. Well then Crinkles rather stupidly thought it to himself then. :D
The Shadow
GM, 1242 posts
Thu 31 Dec 2015
at 13:11
  • msg #350

Re: Winding ways

Before we start, are you taking the bike this time?
Rose
player, 352 posts
Wait, she's a plant?
What gave it away?
Thu 31 Dec 2015
at 13:19
  • msg #351

Re: Winding ways

 Ummm, would love to but i doubt the gas stations are open where we are going out to.

              :) so no.
The Shadow
GM, 1245 posts
Thu 14 Jan 2016
at 11:08
  • msg #352

Re: Winding ways

The municipal facility is a district heating plant (an incinerator that provides hot water which is piped around the neighborhood). Here is a pic of the one we have in Basel: http://www.iwb.ch/media/KVA/Bi..._ansicht_400_400.jpg.

This one is around half as big, with a few outbuildings related to the plumbing/pumping aspect. It is surrounded by a chain link fence broken in dozens of places. Apart from the guard on the smokestack, there is no sign of any other defences. There is one obvious route through the compound, overlooked by the incinerator building, which is the way you were headed.
The Shadow
GM, 1266 posts
Tue 3 May 2016
at 16:02
  • msg #353

Re: Winding ways

If I don't hear any different in the next few days will assume you pair up for watches in the order listed in the stats thread i.e. Bedlam/Rose, then Ophelia/Thunderbird then Crinkles/Arcus.
Thunderbird
player, 175 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Tue 3 May 2016
at 20:59
  • msg #354

Re: Winding ways

Works for me.
Rose
player, 373 posts
Wait, she's a plant?
What gave it away?
Tue 3 May 2016
at 21:27
  • msg #355

Re: Winding ways

 Sounds fine with me.
Ophelia
player, 255 posts
HP:23 / 9
Wed 4 May 2016
at 05:18
  • msg #356

Re: Winding ways

Happy with that :)
Arcus
player, 175 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Wed 4 May 2016
at 10:54
  • msg #357

Re: Winding ways

Well Arcus has no special senses so he is no better on any particular watch-time than any other when its dark. So I'm cool with this.. though in roleplay.. Arcus did request second watch as he would have had a chance to rest one watch and would be alert and ready to fight at the 'darkest' hour of the night~ which in this case is his preference.
This message was last edited by the player at 10:55, Wed 04 May 2016.
The Shadow
GM, 1267 posts
Thu 5 May 2016
at 09:48
  • msg #358

Re: Winding ways

Apologies, missed that. So, Arcus/Crinkles will take the second watch and Ophelia/Thunderbird the third.
Thunderbird
player, 176 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Thu 5 May 2016
at 13:06
  • msg #359

Re: Winding ways

Change noted.
The Shadow
GM, 1276 posts
Sat 4 Jun 2016
at 07:48
  • msg #360

Re: Winding ways

Ophelia, you are going to watch the river while the others set up camp again, right? In case it wasn't clear, this means you will be out of sight of the camp, which is 1 block away from the river. OK with that?
Ophelia
player, 261 posts
HP:23 / 9
Sat 4 Jun 2016
at 14:59
  • msg #361

Re: Winding ways

Yes fine with that :)
The Shadow
GM, 1279 posts
Thu 16 Jun 2016
at 09:57
  • msg #362

Re: Winding ways

Bedlam Jones:
"Did they spend the whole night watching the river?!?" he wonders aloud. "Kinda defeats the purpose of rotating watches."

I was hoping no-one would mention it so I could pretend it didn't happen ;)

However... if you did indeed split the party and have Arcus and Ophelia stand guard by the river all night this would lead to a lot of rolls: rolls to stay awake, rolls for encounters for both camps and fatigue rolls for all of you due to inadequate rest.

Ophelia and Arcus, how about we say you stood guard for half an hour or so then came back to the camp?
Ophelia
player, 263 posts
HP:23 / 9
Thu 16 Jun 2016
at 10:27
  • msg #363

Re: Winding ways

How about we took it in turns standing guard at the river thus we both got half a nights sleep.
Arcus
player, 184 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Thu 16 Jun 2016
at 11:21
  • msg #364

Re: Winding ways

In reply to The Shadow (msg # 362):

Arcus will be there as long as Ophelia is there... he just does not think it wise for someone to watch the river alone all night as the creature is a cowardly murderer and would sneak up on a lone sentinel.  But he is also not foolish.. if he feels himself growing weary he would if need be drag Ophelia back to camp to get someone to replace them on watch.. for if one of the two on vigil should falter... literally EVERYONE is at risk.. from this rapacious killer!
The Shadow
GM, 1280 posts
Thu 16 Jun 2016
at 16:22
  • msg #365

Re: Winding ways

So Shakru... half an hour at the river?
Ophelia
player, 264 posts
HP:23 / 9
Thu 16 Jun 2016
at 17:08
  • msg #366

Re: Winding ways

Who's getting characters mixed up....no finger pointing (mr shadow) ........
The Shadow
GM, 1281 posts
Thu 16 Jun 2016
at 17:42
  • msg #368

Re: Winding ways

Uh, I mean Ophelia :)
The Shadow
GM, 1283 posts
Mon 20 Jun 2016
at 10:02
  • msg #369

Re: Winding ways

I'll give it a couple of days, but if no-one else chimes in I'll assume you head for the South River Bridge to meet the Sleeth.
Ophelia
player, 268 posts
HP:23 / 9
Mon 20 Jun 2016
at 14:45
  • msg #370

Re: Winding ways

I'm for the bridge not to sure we want to hang round the river too much
The Shadow
GM, 1288 posts
Tue 12 Jul 2016
at 09:34
  • msg #371

Re: Winding ways

Folks, we have a new Crinkles :) Do any of you have the time to give new Crinkles a few pointers as to what's going down?
The Shadow
GM, 1290 posts
Wed 13 Jul 2016
at 11:40
  • msg #372

Re: Winding ways

OK, since I have some time on my hands :)

You are exploring the Sprawl, "a huge, ruined conglomeration occupying hundreds of square miles in a shallow river valley surrounded by barren steppe".

Up until now the party have been staying in the Suburbs (see here for more info link to a message in this game).

In three previous delves the party has made friends and enemies a' plenty. At the end of the last delve the party encountered a group called the Red Guard, who handed the party fliers valid for a trip across the (Sleeth controlled) South River Bridge.

Now the party are here and looking to cash in those tickets! But on the way they met a nasty entity called the Ripper. I expect you haven't heard the last of him/her/it... ;)
Thunderbird
player, 186 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Wed 13 Jul 2016
at 19:09
  • msg #373

Re: Winding ways

Welcome Crinkles Mark X. Thunderbird is the flying scout/science officer as he is the only one that can read. In the process of giving reading lessons to the group and hope to set up something like the Library of Alexandria in order to save knowledge. Current quest is to find new energy cells for his heavy laser rifle.
Arcus
player, 191 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Wed 13 Jul 2016
at 20:17
  • msg #374

Re: Winding ways

Welcome aboard Crinkles Mk X.  Arcus is the teams, southern-fried, idealist youthful Hero!  A Powerful Mutant young man with the power of a living star a Pyrokinetic Gravity controller... who comes from the ruins of his home town of Two Pillar~ family, friends and neighbors all killed by a 'Legion of Gold' marauders.  Inspired by the tales his deceased father use to read to him from an Old World Novel - "The Legend of the Lone Ranger"... Arcus has taken up the cause to wear a Five-Pointed Star of Justice and wander the Wastelands helping any who need the help of a hero~ a RANGER!  Clad in the Shell of a Golden Legion robot fashioned as armor, and bearing his distinctive STOP-sign shield he is trying to build an Organization of Rangers with the same cause; to fight against those who spread fear and pain, to oppose the Bandits and Warlords spreading mayhem and tyranny, to stop the marauding Raiders, to resolve with Peace if possible or Valor if necessary~ making safe for travel and commerce the many threats within the Ruins of the Old World and fight the good fight for Peace and Civilization.. to bring Law and Order the the Wastelands for all peace-loving sentients~ regardless of wherever they may come from or what their nature may be!  His goal~ to Rebuild a Civilized World.. one town at a time if need be.  Not enforcing his will but common neighborly values.. Kindness, Justice, Peace, the Rule of Law and Fair Treatment of ALL peace-loving sentients to learn and prosper in the ruins of the Old World.  Trusting in the power of the 'Holy Atomic Glow' to guide his way... that ALL "Children of the Atom" can live free and peacefully.  Though he never forgets~ still he hunts the 'Legion of Gold' intent someday on bringing them to justice for their murderous crimes against the innocent of the Gamma Wastelands!
This message was last edited by the player at 20:22, Wed 13 July 2016.
The Shadow
GM, 1304 posts
Wed 24 Aug 2016
at 09:57
  • msg #375

Re: Winding ways

Bedlam Jones:
~So the Red Guard papers are worthless once we cross the bridge. We should be sure we can afford the return passage before we get stranded on the other side.~

Just to remind you, Aldis' offer was: You may all crossss and return, once, for free

So no trouble getting back!
Crinkles
player, 136 posts
8/35 HP
Sun 25 Sep 2016
at 18:38
  • msg #376

Re: Winding ways

Just to be clear: I don't have a ton of tactical suggestions forthcoming from Crinkles' small brian.
The Shadow
GM, 1319 posts
Sun 13 Nov 2016
at 12:30
  • msg #377

Re: Winding ways

First things first: you have to find a suitable ambush site. Are you going to look for one as a group or send off some scouts (e.g. Thunderbird and Ophelia). The more you split up, the better the chances of finding a good site. But there will be wandering monster rolls for all the groups...
Arcus
player, 223 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 13 Nov 2016
at 16:53
  • msg #378

Re: Winding ways

We should look for a better ambush site in groups... we're only going to get one chance to get this right the first time at full strength.. if we blow this.. it is likely the Ripper will kill one or maybe two of us if we get it wrong.  THIS is Crunch-time.. we need to get it RIGHT the first time with this guy.. if we don't want any casualties!  This guy is a salty-dog killer.. been doing it for years and years if not decades or longer... over-estimating him is better than underestimating him!  Can't be too prepared.. not int his life and death matter!
The Shadow
GM, 1320 posts
Mon 21 Nov 2016
at 21:10
  • msg #379

Re: Winding ways

Arcus and Thunderbird have already rolled; if anyone else wants to make a Per roll, please do so within the next day or two :)

BTW Bedlam, given the Ripper's imaginative use of pseudopods you have no doubt that it will be able to climb,
The Shadow
GM, 1328 posts
Sat 10 Dec 2016
at 14:31
  • msg #380

Re: Winding ways

A quick recap: you were scouting a suitable looking alley next to a large, fire-damaged but largely intact warehouse when you saw a crack in the wall (I4) and decided to check out inside.

Avoiding the water to the south you fanned out and moved across to the main door (D12-14). The ceiling is around 30ft high, with two ragged holes letting in beams of light. Under the holes are pools of water. There are a serious of rugged concrete pillars holding up the ceiling (the one on L16 is damaged). In the south east of the room is a large pile of rubble and debris covered in dull grey mushroom. The half-buried pillar at P19 is where the flying fungi orbs were roosting.

Some more info to be found in the key below the the map. Any questions? First round going up tomorrow, the Orb Scouts have the highest Init.
The Shadow
GM, 1335 posts
Mon 2 Jan 2017
at 11:35
  • msg #381

Re: Winding ways

BTW, if you are blinded and want to move to a specific spot on the map, make a Per roll DC20. Fail by up to 5 you are one square out, by up to 10 2 squares out etc.
The Shadow
GM, 1337 posts
Wed 4 Jan 2017
at 16:40
  • msg #382

Re: Winding ways

More pre-posting meta: I'm assuming Thunderbird heads for E5 (up and away from them) in the corner at the ceiling and Ophelia for G10, behind a pillar (there is no rubble nearby to use as cover). I also made the Per rolls for Ophelia, Thunderbird and Arcus. Thunderbird made his, Ophelia & Arcus failed by 8 and 9 (two moves miss). As Arcus was only moving one space, he ends up in H6. Ophelia ends up in F12.

BTW, I should have mentioned, the pillar squares are inaccessible (unless you plan to climb one). Now going to update the map, then post the round.

Next time, if you move while blinded, please make the Per roll yourself (DC20, but no penalty to the roll for being blind). You can also propose an alternate location.

This sort of Meta stuff is why rounds take so long. But I love me some crunchy combat once in a while so I persevere :)

Also folks, time to start bringing your A-game before this combat gets away from you. Refresh your memory on your powers and current mutations and check out the map!
Bedlam Jones
player, 376 posts
I tend to get my own way
like it or not.
Tue 10 Jan 2017
at 02:13
  • msg #383

Re: Winding ways

Speaking of crunchy (and reviewing mutations), I just realized Bedlam gets an additional point of AC from his shaggy pelt.

And aren't these things Obbs, not Orbs? (Well, I think that's what they were in the previous six editions of Gamma World.)
The Shadow
GM, 1340 posts
Tue 10 Jan 2017
at 06:09
  • msg #384

Re: Winding ways

Oops, they are indeed Obbs! Not going back to change 'em all, but will use the correct one from now on...
The Shadow
GM, 1341 posts
Tue 10 Jan 2017
at 11:13
  • msg #385

Re: Winding ways

Bedlam, no roll required for that power. Also FYI the obb rays are vs Fort.
Bedlam Jones
player, 377 posts
I tend to get my own way
like it or not.
Tue 10 Jan 2017
at 20:32
  • msg #386

According to Kubler-Ross

(or the rule book)

Death and Dying
Death Saving Throw: When you are dying, you make a saving throw at the end of your turn each round. If you succeed (roll 10 or higher) there is no change in your condition. If you fail (roll lower than 10), you slip one step closer to death. If you fail three times before taking a rest, your character dies.
Doesn't say anything about any modifiers to the roll! And, what, you may ask, is "a rest"? Keep reading...

Aiding Dying Characters: When a dying character is healed by a healing power, the power first brings that character to 0 hit points, and then has its normal effect. I think we might have some healing tech in the group. You can also stabilize a dying character by using the Science skill. Again, no mention of modifiers. A stabilized character is still unconscious, but is now at 0 hit points and doesn't have to make death saving throws.

Death: When you take damage that reduces your current hit points to a negative number that's the same as your bloodied value, or if you fail your death save three times before taking a rest, your character dies. Too bad, so sad.

Rest and Recovery
Short Rest: A short rest requires about 5 minutes. During a short rest, you renew your encounter powers, refresh your Alpha Mutation(s), and regain all your hit points. You can take as many short rests per day as you want. But wait, there's more!

Extended Rest: An extended rest requires at least 6 hours, ...OOC: Not what we're looking for right now.

Resting and Death Saves: When you take a short rest or an extended rest, you reset your number of failed death saves to 0. See "Death Saving Throws," above.
OK, that's just silly. The mechanics are not well explained. How are you supposed to take a rest (let alone an extended one) when you are making Death Saves every round? Do you need to be out of combat? Does ending combat automatically count as taking a rest? And what good does it do to reset failed Death Saves to 0 if you are still at negative hit points (and have to make Death Saves)?

Sorry, my existential crisis is not helping.

Moving on... I think we may have discussed this several years ago. (Anyone want to search the archives?) If we assume combat rounds are approximately 1 minute long, then five successful Death Saves (one per round) would be the equivalent of resting for about 5 minutes, which, by definition is a 'short rest'. So, barring action by other characters to save Ophelia, I propose:
Make 5 successful Death Saves before failing 3, and you become 'stabilized' (unconscious at zero hit points, no further Death Saves required).

Crinkles
player, 161 posts
8/35 HP
Sun 15 Jan 2017
at 21:00
  • msg #387

According to Kubler-Ross

I am not blind, correct?
The Shadow
GM, 1343 posts
Mon 16 Jan 2017
at 13:55
  • msg #388

According to Kubler-Ross

Correct Crinkles. Also, combat rounds are 10 seconds long, so no stabilisation mid-fight. However, on a Recovery roll of 20, you are back to 0HP and unconscious (house rule).
Crinkles
player, 163 posts
8/35 HP
Mon 16 Jan 2017
at 16:11
  • msg #389

According to Kubler-Ross

Are any of the sporeplanters bloodied?
Bedlam Jones
player, 378 posts
I tend to get my own way
like it or not.
Mon 16 Jan 2017
at 21:08
  • msg #390

According to Kubler-Ross

Well... Bedlam can't really see what's going on, otherwise he might suggest you move and use a ranged attack on the Sporeplanter preparing to plant a spore in Ophelia.

Just sayin'
The Shadow
GM, 1344 posts
Mon 16 Jan 2017
at 21:59
  • msg #391

According to Kubler-Ross

Just FYI, the obb that Ophelia hit with her gamma blast (F15) is bloodied.
Crinkles
player, 164 posts
8/35 HP
Tue 17 Jan 2017
at 02:38
  • msg #392

Re: According to Kubler-Ross

The Shadow:
Just FYI, the obb that Ophelia hit with her gamma blast (F15) is bloodied.


Is that the same one that is trying to plant a spore in Ophelia, perchance?
The Shadow
GM, 1345 posts
Tue 17 Jan 2017
at 18:23
  • msg #393

Re: According to Kubler-Ross

Apols, I gave the location of a bloodied obb scout. The bloodied obb sporeplanter (which you bloodied) is at J15.
Bedlam Jones
player, 380 posts
I tend to get my own way
like it or not.
Tue 31 Jan 2017
at 02:59
  • msg #394

Cast off your restraints

Ophelia, I believe the Restraint on you is subject to a saving throw. (Shadow, please correct if I am mistaken.)

End of Your Turn: After you act, use the end of your turn to keep track of any effects. This is when you get to make a saving throw against each effect on you that can be ended by a save. To make a saving throw, roll a d20. On a result of 10 or higher, you succeed and the effect ends. On a result of 9 or lower, you fail and the effect continues; you'll have to try again at the end of your next turn.
Ophelia
player, 297 posts
HP:23 / 9
Tue 31 Jan 2017
at 07:30
  • msg #395

Re: Cast off your restraints

Bedlam Jones:
Ophelia, I believe the Restraint on you is subject to a saving throw. (Shadow, please correct if I am mistaken.)

End of Your Turn: After you act, use the end of your turn to keep track of any effects. This is when you get to make a saving throw against each effect on you that can be ended by a save. To make a saving throw, roll a d20. On a result of 10 or higher, you succeed and the effect ends. On a result of 9 or lower, you fail and the effect continues; you'll have to try again at the end of your next turn.



Cheers added my saving throw to my last post....
The Shadow
GM, 1354 posts
Sun 5 Feb 2017
at 10:21
  • msg #396

Re: Cast off your restraints

Arcus, have just noticed that, with your shift to G13, you put 3 of your comrades within your fiery aura, including Ophelia. If you stay still only the sporeplanter is burned.
Arcus
player, 234 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 5 Feb 2017
at 14:31
  • msg #397

Re: Cast off your restraints

Ah...opps yeah... thematicaly... yeah Arcus' fiery aura should work that way... if so he'll stay put.

But...RAW.. its says that, "Whenever a creature ends its turn adjacent to you, it takes 5 fire damage",... None of Arcus' allies moved adjacent to him.. Arcus moved. I've had previous GM's that made THAT a stickler of a point of how the power worked specifically to keep me from moving Arcus adjacent to a foe to damage them.

How do YOU wish it to work?
The Shadow
GM, 1355 posts
Sun 5 Feb 2017
at 15:59
  • msg #398

Re: Cast off your restraints

I just simplify it by doing 5HP damage to everyone in the aura at the end of the round. So... no shift?
Arcus
player, 235 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 5 Feb 2017
at 18:03
  • msg #399

Re: Cast off your restraints

In reply to The Shadow (msg # 398):

Sure no shift!
The Shadow
GM, 1361 posts
Sun 12 Feb 2017
at 11:19
  • msg #400

Re: Cast off your restraints

How many is that now Ophelia ;) I have an idea for your next character, if you agree. You merge with the spores to become a fungi creature, but still retain your identity.

Haven't got the second two books but is Fungus one of the PC templates available??
Arcus
player, 238 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 12 Feb 2017
at 14:02
  • msg #401

Re: Cast off your restraints

Sigh.  Tried real hard Ophelia.. but Crinkles missed every attack... not much I could do... you probably should have taken your second wind when you were conscious in addition to using your Gamma Auge... or just moved away.. you were free.
Crinkles
player, 170 posts
8/35 HP
Sun 12 Feb 2017
at 15:49
  • msg #402

Re: Cast off your restraints

I'm lost, apart from the obvious death. Who can Crinkles chase and shoot? He's not done shooting things.
Ophelia
player, 298 posts
HP:23 / 9
Mon 13 Feb 2017
at 08:12
  • msg #403

Re: Cast off your restraints

hi guys sorry for not posting earlier been laid low with a chest infection.....seems slightly appropriate....spooky :)

GM let me know what you are thinking in the way of a new character I have all the books so we should be able to work something out.
Ophelia
player, 299 posts
HP:23 / 9
Mon 13 Feb 2017
at 08:28
  • msg #404

Re: Cast off your restraints

Oh and don't worry about her death this is my fourth character to die intros game so I'm getting used to it :)
Crinkles
player, 171 posts
8/35 HP
Mon 13 Feb 2017
at 19:13
  • msg #405

Re: Cast off your restraints

All good :-) Crinkles just wants something to shoot.
Bedlam Jones
player, 382 posts
I tend to get my own way
like it or not.
Thu 16 Feb 2017
at 18:44
  • msg #406

A target, a target, my kingdom for a target

Crinkles, you can refer to the 'Current Combat Map' thread for an abstract depiction of the action.

Two sporeplanters have fled and a couple scouts have been splattered, so you have...

Two scouts lined up at F16 and G16. I believe they are currently unscathed.

Another bloodied scout at I12, but Bedlam, and probably Rose will be working on that one.

And, of course, there is the severely wounded sporeplanter, right next to you (at F13), who just ignored your last attack and turned Ophelia into a zombie mushroom.
Crinkles
player, 172 posts
8/35 HP
Fri 17 Feb 2017
at 18:38
  • msg #407

A target, a target, my kingdom for a target

I want to validate that the map is, in fact, still current. :-)
The Shadow
GM, 1363 posts
Sat 18 Feb 2017
at 08:07
  • msg #408

A target, a target, my kingdom for a target

It is indeed :) Will post for Rose tomorrow, Thunderbird, you're up!
The Shadow
GM, 1374 posts
Sun 26 Mar 2017
at 12:27
  • msg #409

A target, a target, my kingdom for a target

OK, have updated the combat map with what I know. Some questions:

- where are you putting the fire?
- what's the game plan for the evening? Are you all staying awake?
- I left Ophelia where she was, now surrounded by rubble. Is this OK?
- finally, where is everyone going to be on the map (taking account of your game plan of course)
Crinkles
player, 179 posts
8/35 HP
Sun 26 Mar 2017
at 18:31
  • msg #410

A target, a target, my kingdom for a target

Crinkles will take middle watch, or second watch if we have four. I'm open to suggestions on the rest--Crinkles is not the thinker of the group :-)
Rose
player, 396 posts
Wait, she's a plant?
What gave it away?
Sun 26 Mar 2017
at 19:54
  • msg #411

A target, a target, my kingdom for a target

 Rose will be at H-11
Bedlam Jones
player, 387 posts
I tend to get my own way
like it or not.
Mon 27 Mar 2017
at 01:36
  • msg #412

Watch

Notes from last time we faced the Ripper:
1. It attacked early in the night - an hour into the first watch.
2. The watch (Bedlam) was physically unable to move or call a warning.

Bedlam's suggestions:

If we sleep in the corner (E-F 05-06) a fire at F07 could serve as further defense.

Bedlam can spend the night at H08, tied to the pillar at H07; he'll be our canary in the coal mine. Given his affinity for the Ripper, he will be the first to respond when it approaches. (And probably won't be sleeping much anyway.)

The other four each take a two-hour watch. (Ophelia gets to sleep... like a mushroom)
Put T-bird on first watch - the expected time of attack.
Crinkles has second watch.
Arcus and Rose can be randomly assigned unless someone has a preference.

Whoever is on watch should be east of the fire, but close to the camp where they can also see Bedlam. (E09 with the wall at their back?)
Crinkles
player, 180 posts
8/35 HP
Mon 27 Mar 2017
at 02:18
  • msg #413

Watch

Works for me.
Arcus
player, 246 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Mon 27 Mar 2017
at 11:57
  • msg #414

Watch

Yeah, that seems ok.. being close together is likely better than spread apart in this case.  Just too many unknowns.

T-Bird is the most mobile of our characters so giving him the goggles and putting him on watch is a good idea.
The Shadow
GM, 1375 posts
Mon 27 Mar 2017
at 18:29
  • msg #415

Watch

So will Thunderbird be on watch all night? Where will you be perching big-T??
Crinkles
player, 181 posts
8/35 HP
Tue 28 Mar 2017
at 01:25
  • msg #416

Watch

As mentioned, I am taking second watch, so T-bird is presumably on first.
Thunderbird
player, 210 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Tue 28 Mar 2017
at 16:30
  • msg #417

Watch

First works for me and I will be perched on the broken pillar at L16. The barbed wire will flow down the pillar and around the base (using mud to cover it on the pillar)
Rose
player, 397 posts
Wait, she's a plant?
What gave it away?
Wed 29 Mar 2017
at 20:33
  • msg #418

Watch

 Well i was watching the egg? of our team member coming back, so i am open to what ever watch where i can still keep an eye on the egg.
The Shadow
GM, 1377 posts
Sun 2 Apr 2017
at 11:40
  • msg #419

Watch

Apologies for one more round of clarification:

It seems like Rose is going to sleep closer to Ophelia-egg at H11. Is this going to happen?
Thunderbird will take the first watch, perched up high, complete with goggles, ready to try and entangle the ripper with razor wire. Right?
I will assume ff Thunderbird'a watch passes peacefully, the next on watch will take the omni-goggles, but no razor wire play.
Crinkles
player, 182 posts
8/35 HP
Sun 2 Apr 2017
at 13:27
  • msg #420

Watch

Agreed, I will take the omni-goggles after T-Bird is done with his watch. Who's got third watch?
Thunderbird
player, 211 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Sun 2 Apr 2017
at 14:18
  • msg #421

Watch

As a thought, Thunderbird remains on the pillar and the person on watch takes another vantage point. Holler or use the mind link if they see something to wake him up.
Crinkles
player, 183 posts
8/35 HP
Sun 2 Apr 2017
at 22:12
  • msg #422

Watch

Like it! Good plan.
The Shadow
GM, 1378 posts
Wed 5 Apr 2017
at 05:43
  • msg #423

Watch

OK we're almost there, just going to ask Rose one thing: are you sure you want to sleep away from the rest of the group when you are expecting an attack from something that likes to pick off isolated individuals??
Rose
player, 399 posts
Wait, she's a plant?
What gave it away?
Wed 5 Apr 2017
at 09:04
  • msg #424

Watch

 Well who is going to watch over the embryo of the egg if the team doesnt want to protect the egg?.
The Shadow
GM, 1379 posts
Wed 5 Apr 2017
at 09:57
  • msg #425

Watch

Good point well made :)

BTW when (if?) the reaper attacks, and who, will be determined semi-randomly. You have all been warned ;)

So unless I hear any last minute changes will post tomorrow.
Arcus
player, 247 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Wed 5 Apr 2017
at 10:53
  • msg #426

Watch

In reply to The Shadow (msg # 419):

Why would there be no razor wire play for the next watch?  We have the trap set so if he comes up through those watery holes in the floor he will set off the razor wire trap?

When Arcus takes his watch he will rocket flight up to Thunderbird's position with the goggles to repeat the same watch.

I don't know about the rest of the players but it seems your just looking to screw us over simply because we are not sitting around a table and have a relatively crappy map to look at because of the weird icons involved? That may not be what you THINK your doing but its kinda how this is starting to feel...

FOR THE RECORD... NO..we are not leaving ANYONE to be by themselves or not being watched by someone on guard at ANY TIME during the night.  We KNOW this jackass freak is coming to attack we are aware he is stalking us and we are being VERY careful to keep watch... beyond that NO we are not being stupid about it either!

You've told us all this stuff about Ophelia NOT being able to be moved you put is in a situation where we have a shit ton of unknowns but we are doing the best we can.

If all your going to do is quick kill our characters then why bother ?
Ophelia
player, 302 posts
HP:23 / 9
Wed 5 Apr 2017
at 11:17
  • msg #427

Watch

HI Arcus

Not sure where that came from :)

The GM has provided all the info we could have gathered in the time we've had to set up the traps. I think the situation gives that desperate feel suitable for an apocalyptic setting and the team seems to have put together a good plan of action


I honestly don't think the GM is intentionally trying to kill us off ....I've lost 3 characters in this game to date but each time its been my own fault for their deaths :(  nothing to do with the GM

I think it will be fun to see how this plays out with the plan we have ...but then I can safely day that in the knowledge that Ophelia will either survive or die in her sleep .....less painful than the other three occasions lol
The Shadow
GM, 1380 posts
Wed 5 Apr 2017
at 13:42
  • msg #428

Watch

I think that's a little unfair. I am asking these questions precisely because we are not sitting round a table and I don't want to needlessly screw you because I have misunderstood your intent.
Crinkles
player, 184 posts
8/35 HP
Thu 6 Apr 2017
at 14:12
  • msg #429

Watch

Agreed, I thought these are reasonable questions.
The Shadow
GM, 1381 posts
Sat 8 Apr 2017
at 09:05
  • msg #430

Watch

OK, please take a look at the map and check you are all in the right place for the first watch.

At the risk of asking even more questions: re the razor wire: Arcus' plan was to rig a snare around the two pools with a deadweight trap. This is doable for the stairs pool, but the other pool is just too big.

Also Thunderbird is talking about wrapping the razor wire around the pillar he is perched on.

Assume you have enough razor wire for 10 squares. It will take 3 squares of wire to trap the stairs water, the other 7 can be around Thunderbird's pillar. Does that work?

The whole wire snare with deadweight trap is pretty complex. Who is setting it up? You can use Mechanics or Science. I will make a skill roll DC20 if and when the trap is triggered to see if it works as intended.
Rose
player, 400 posts
Wait, she's a plant?
What gave it away?
Sat 8 Apr 2017
at 10:02
  • msg #431

Watch

 Mechanics of 11, Science of 7, if she is needed.
The Shadow
GM, 1382 posts
Sat 8 Apr 2017
at 12:47
  • msg #432

Watch

I think Rose will be setting the trap! I'll give you until Monday for any last minute changes, then it's game on!
Crinkles
player, 185 posts
8/35 HP
Sun 9 Apr 2017
at 01:52
  • msg #433

Watch

Seconded--Rose, you're elected. You definitely don't want Crinkles doing it :-)
Thunderbird
player, 212 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Sun 9 Apr 2017
at 03:25
  • msg #434

Watch

Would Thunderbird be able to assist? (+7 Mechanical)
Bedlam Jones
player, 388 posts
I tend to get my own way
like it or not.
Sun 9 Apr 2017
at 21:46
  • msg #435

Watch

I'm good with the layout. Hopefully Bedlam will be present a more alluring target than anyone else.
Arcus
player, 248 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Mon 10 Apr 2017
at 03:26
  • msg #436

Watch

I'm good with where Arcus is placed.
The Shadow
GM, 1383 posts
Mon 10 Apr 2017
at 13:38
  • msg #437

Watch

Thunderbird, please make a Per roll DC15. If you fail (unlikely!) keep re-rolling until you make it.

Everyone please roll for Init, to save time later ;)
Rose
player, 402 posts
Wait, she's a plant?
What gave it away?
Mon 10 Apr 2017
at 13:49
  • msg #438

Watch

Ooc:06:48, Today: Rose rolled 19 using 1d20+5.  initiative
Arcus
player, 249 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Mon 10 Apr 2017
at 13:55
  • msg #439

Watch

09:55, Today: Arcus rolled 11 using 1d20+4.  Arcus Initiaitive roll.
Crinkles
player, 186 posts
8/35 HP
Mon 10 Apr 2017
at 19:36
  • msg #440

Watch

Crinkles is ready!

15:35, Today: Crinkles rolled 19 using 1d20+4.  Initiative.
Thunderbird
player, 213 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Tue 11 Apr 2017
at 02:35
  • msg #441

Watch

Made the check and batting cleanup
22:33, Today: Thunderbird rolled 8 using 1d20+2.  Initiative.
22:32, Today: Thunderbird rolled 28 using 1d20+12.  Perception.

Bedlam Jones
player, 389 posts
I tend to get my own way
like it or not.
Tue 11 Apr 2017
at 22:36
  • msg #442

Watch

Bedlam Jones rolled 18 using 1d20+6.  Initiative
Thunderbird
player, 220 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Tue 2 May 2017
at 02:11
  • msg #443

Watch

Just wanted ​to double check before I post. You mentioned at the bottom of the message about using Body of Light again, I thought Alpha mutations were​ only once an encounter?
The Shadow
GM, 1392 posts
Tue 2 May 2017
at 16:20
  • msg #444

Watch

You are right Thunderbird, but I have modified the rules-as-written somewhat. From the House Rules thread:

The Shadow:
Alpha Flux
Happens a lot less frequently than the rules as written. Each district of the city gives a chance per day of Alpha flux occurring.

Alpha flux is a painful process, taking 6 hours while one mutation recedes and another takes its place. During these six hours:
- neither the old or the new Alpha power can be used.
- you are Weakened.

You no longer experience Alpha flux on rolling a natural one.

Alpha flux that takes place during combat can only occur once during a given encounter. The above effects start at the end of the end of the encounter. Until then you may use your old power.

Alpha flux automatically occurs when the you rest up in Compton between expeditions.


I just found constantly shifting decks of mutations to be too gonzo (even for me Arcus!), plus the admin would be a pain. Also, the rule about rolling for Alpha flux mid-adventure I have honoured, like the bard said, more in the breach than the observance.

Perhaps I would use them if people were spamming overpowered mutations, but so far that hasn't happened -everyone has been very restrained. That said, in the circumstances spamming Body of Light will be just fine :)
The Shadow
GM, 1394 posts
Sun 7 May 2017
at 12:09
  • msg #445

Watch

Bedlam, looks like no-one is cutting you free this round, assume you want to take an action anyway.
Arcus
player, 254 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 7 May 2017
at 12:32
  • msg #446

Watch

Rose set up the trap.. with the razor wire. I'd assumed she had the cutters as she would need them.
The Shadow
GM, 1395 posts
Sun 7 May 2017
at 12:48
  • msg #447

Watch

Indeed!
Rose
player, 408 posts
Wait, she's a plant?
What gave it away?
Sun 7 May 2017
at 14:41
  • msg #448

Watch

 And leave the egg unprotected?, besides she knows Bedlam is resourceful :). Add that she knows what cutters can also be used as..(pruning limbs).
This message was last edited by the player at 14:42, Sun 07 May 2017.
Crinkles
player, 192 posts
8/35 HP
Mon 8 May 2017
at 20:23
  • msg #449

Watch

I can fetch the cutters if someone reminds Crinkles in-character to do so. In small words, please :-)
The Shadow
GM, 1396 posts
Tue 9 May 2017
at 10:24
  • msg #450

Watch

Thunderbird, need some clarification from you. Are you aiming to basically land on the wall and hold on? It's pretty smooth.

I would say you would need to make a Str or Dex roll DC20, with a +4 bonus from your hawk feet. If you fail by 5 or more, you would fall to the floor, otherwise you would hover in place. How high up the wall are you thinking of landing?

It's quite a risk feat so I'll give you the option to change you move if you like.
Thunderbird
player, 225 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Wed 10 May 2017
at 01:40
  • msg #451

Watch

Sorry, forgot that it was indoors, I was thinking of it as the remains of a wall. I was looking for some place that he could land without being on the ground for the Ripper to pay me a social call, say 20-30' off the ground.
Arcus
player, 255 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Wed 10 May 2017
at 02:34
  • msg #452

Watch

Ahem, you know I ONLY move where I am currently because Thunderbird was where he is to support me and I to support him!  If he moves a significant amount from where he is currently.. I'd like to adjust my position as well.
The Shadow
GM, 1397 posts
Thu 11 May 2017
at 16:51
  • msg #453

Watch

The squares with w! denote water on the ground with a hole in the roof above. The idea is rainwater pools formed under two ragged holes in the warehouse ceiling. So, for example, you could fly through the hole and perch on the roof at P5 and have a line of sight to the Ripper.

Let me know, and then Arcus feel free to change your positioning.
The Shadow
GM, 1398 posts
Fri 19 May 2017
at 10:37
  • msg #454

Watch

Paging Thunderbird! Will assume my suggestion is what you do unless I hear back before Sunday.
Thunderbird
player, 226 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Fri 19 May 2017
at 13:32
  • msg #455

Watch

Sorry, miss read it, thought you were talking to Arcus That will be fine.
The Shadow
GM, 1399 posts
Fri 19 May 2017
at 16:42
  • msg #456

Watch

Great :) Arcus, wanna change position?
Arcus
player, 256 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Fri 19 May 2017
at 20:42
  • msg #457

Watch

Did Thunderbird move from his position on the map? I'm still like 4 meters up in the air... until the end of the current turn ~ I believe.  If Thunderbird did not move then I'm fine with right where I am.
This message was last edited by the player at 20:45, Fri 19 May 2017.
The Shadow
GM, 1400 posts
Sat 20 May 2017
at 09:32
  • msg #458

Watch

Yes he did, see msg #453 above.
Arcus
player, 257 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Sat 20 May 2017
at 11:14
  • msg #459

Watch

Yes then, Arcus will fly to {O5} perch on the roof there to fire at the Ripper.
This message had punctuation tweaked by the player at 11:14, Sat 20 May 2017.
The Shadow
GM, 1412 posts
Sat 5 Aug 2017
at 07:44
  • msg #460

Watch

OK, Stealth and Perception rolls from T-bird, Arcus, Rose and Ophelia please. Post results here.
Rose
player, 414 posts
Wait, she's a plant?
What gave it away?
Sat 5 Aug 2017
at 13:53
  • msg #461

Watch

 On it.

06:52, Today: Rose rolled 23 using 1d20+5.  Stealth chk.

06:51, Today: Rose rolled 13 using 1d20+3.  Perception/visual chk

Thunderbird
player, 233 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Sat 5 Aug 2017
at 16:22
  • msg #462

Watch

Stealth-13, Perception-28
Arcus
player, 266 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Sat 5 Aug 2017
at 19:31
  • msg #463

Watch

15:30, Today: Arcus rolled 17 using 1d20+12.  Arcus Perception roll w/Binoculars.

15:29, Today: Arcus rolled 7 using 1d20+4.  Arcus Stealth roll.

Ophelia
player, 310 posts
HP:23 / 9
Sun 6 Aug 2017
at 12:27
  • msg #464

Watch

13:26, Today: Ophelia rolled 25 using 1d20+5.  Perception.
13:26, Today: Ophelia rolled 25 using 1d20+11.  Stealth

The Shadow
GM, 1418 posts
Tue 15 Aug 2017
at 12:43
  • msg #465

Watch

OK, I am trying to keep this map focused. Your ambush site is basically an old pumping station above an intersection in the sewers. The floor and half the roof has collapsed, and anything useful has long been scavenged. There are signs that this site is often used for a camp.

The street level door to the pumping station has been concreted shut. The only way in is through the sewer or the hole in the roof.

The sewers head off in the cardinal directions. You have not explored them further than you can see.

There are four ledges on the ground floor (square room above circular cellar). They obviously are popular spots to bed down.

Assume the carts are stashed somewhere nearby.

Any questions? Is the map clear-ish??
Arcus
player, 270 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Tue 15 Aug 2017
at 13:08
  • msg #466

Watch

In reply to The Shadow (msg # 465):

Seems understandable-ish to me! :)
Crinkles
player, 205 posts
8/35 HP
Wed 16 Aug 2017
at 02:16
  • msg #467

Watch

I got it.
The Shadow
GM, 1421 posts
Sun 10 Sep 2017
at 10:44
  • msg #468

Watch

Everyone chime in on the plan please, then Bedlam gets to decide ;) Fallout-be-gone!
The Shadow
GM, 1432 posts
Wed 18 Oct 2017
at 12:15
  • msg #469

Watch

Thunderbird, although you can't act yet can you tell me your location please.
Thunderbird
player, 236 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Wed 18 Oct 2017
at 19:46
  • msg #470

Watch

Thought I had posted it earlier - Roof level H 16.
The Shadow
GM, 1433 posts
Mon 23 Oct 2017
at 17:27
  • msg #471

Watch

Just got round to posting today (apols, hadn't counted on the jetlag), am updating the combat map, but need to check something:

Rose, are you sure you mean I18?? It's off the map, or at least outside the combat zone, even on the roof. Can you clarify/reconsider??
Bedlam Jones
player, 413 posts
I tend to get my own way
like it or not.
Thu 26 Oct 2017
at 16:49
  • msg #472

It's so big!

So...
How do Attacks of Opportunity work with something big like this?
The Shadow
GM, 1436 posts
Thu 26 Oct 2017
at 16:55
  • msg #473

It's so big!

You know what, I never even considered it, but fair's fair! Ophelia and Bedlam get an AoO from the driveby swipe.
The Shadow
GM, 1437 posts
Thu 26 Oct 2017
at 16:56
  • msg #474

It's so big!

Re the size, might be one to run away from... just sayin'
Bedlam Jones
player, 414 posts
I tend to get my own way
like it or not.
Fri 27 Oct 2017
at 22:39
  • msg #475

It's so big!

Well, fair's fair! I was wondering more about it getting an AoO when Bedlam moves away from a not-head-of-the-snake segment...
The Shadow
GM, 1438 posts
Sat 28 Oct 2017
at 07:12
  • msg #476

It's so big!

No AoOs for wormy :)
Bedlam Jones
player, 415 posts
I tend to get my own way
like it or not.
Sat 28 Oct 2017
at 18:07
  • msg #477

It's so big!

Ok - updated my post to include Bedlam's AoO
The Shadow
GM, 1447 posts
Sun 3 Dec 2017
at 15:08
  • msg #478

It's so big!

So what's the plan :)
Rose
player, 422 posts
Wait, she's a plant?
What gave it away?
Sun 3 Dec 2017
at 15:18
  • msg #479

It's so big!

 Waiting for Bedlams screams of pain?.
Crinkles
player, 216 posts
35/35 HP
Mon 4 Dec 2017
at 03:01
  • msg #480

It's so big!

Monkey man gon' stay put on this here roof and wait for nightfall.  Hopefully we gots a plan for the Ripper by the time he shows up.
The Shadow
GM, 1450 posts
Wed 27 Dec 2017
at 08:38
  • msg #481

It's so big!

Hope you all had a great Christmas :) So, before I move things on, this is the plan so far: wait on the balcony/roof with double watches until the Ripper shows up.

Any other preparation you want to do...?
Crinkles
player, 217 posts
35/35 HP
Wed 27 Dec 2017
at 13:36
  • msg #482

It's so big!

I've got nothing else.
The Shadow
GM, 1451 posts
Sun 31 Dec 2017
at 10:02
  • msg #483

It's so big!

OK, but the Ripper has a habit of bugging out if it encounters more than one lone prey and there are lots of exits in the cellar. It might be a short encounter...
Arcus
player, 278 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 31 Dec 2017
at 14:43
  • msg #484

It's so big!

Sorry, been busy... end of year stuff. I'll post something tonight.
The Shadow
GM, 1452 posts
Sun 7 Jan 2018
at 10:56
  • msg #485

It's so big!

OK, if you're searching for barricade material make a Stealth and Per roll.

Thunderbird make a Per roll.

If you're doing something else post it in game :)
Arcus
player, 280 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 7 Jan 2018
at 15:59
  • msg #486

It's so big!

The Per roll I understand but might I ask, why a stealth roll are we hiding from someone?  Or is there some hidden danger we do not know about?

I'm only asking cause Arcus 'currently' has no perceived reason to be stealthy in search for combustible material to build a fire barrier in the sewers intersection below.

Are you saying were getting close to the time for the Ripper to appear or is it night or evening already?

If we know this place is unsafe...we should search in pairs NOT alone.
The Shadow
GM, 1453 posts
Sun 7 Jan 2018
at 16:30
  • msg #487

It's so big!

Well let's say for the sage of argument the highly skilled dabber scout than was tracking your earlier might be still around. Or Not. But you see what I'm getting at ;)
Crinkles
player, 219 posts
35/35 HP
Mon 8 Jan 2018
at 22:19
  • msg #488

It's so big!

I edited my last IC post to add in die rolls.
Arcus
player, 281 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Tue 9 Jan 2018
at 03:56
  • msg #489

It's so big!

Will post tomorrow.. too late tonight.
The Shadow
GM, 1457 posts
Wed 24 Jan 2018
at 06:40
  • msg #490

It's so big!

Thunderbird, please roll Init.

Everyone, please check I have you in the right position on the combat map (per Bedlam's last instructions).
The Shadow
GM, 1458 posts
Thu 25 Jan 2018
at 20:04
  • msg #491

It's so big!

Game post at the weekend, last chance for any position changes :)
Rose
player, 426 posts
Wait, she's a plant?
What gave it away?
Thu 25 Jan 2018
at 21:19
  • msg #492

It's so big!

 I am fine where she is.
Arcus
player, 284 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Thu 25 Jan 2018
at 21:52
  • msg #493

It's so big!

In reply to The Shadow (msg # 490):

Opps.. my reply did not get posted ~ I think?!?  Yeah Arcus is right where I want him!
Thunderbird
player, 246 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Thu 25 Jan 2018
at 22:33
  • msg #494

It's so big!

Works for me.
Crinkles
player, 222 posts
35/35 HP
Mon 29 Jan 2018
at 03:03
  • msg #495

It's so big!

I'm good to go
The Shadow
GM, 1461 posts
Mon 5 Feb 2018
at 11:14
  • msg #496

It's so big!

Everyone except Rose and Thunderbird must roll to wake up from the Ripper induced deep sleep, a long-range effect of the Ripper's aura. Make a Con bonus + Level roll DC15 to wake up and act next round, otherwise roll again each round with a cumulative +2 bonus.

Also, everyone except Rose and Thunderbird roll Init.
Bedlam Jones
player, 426 posts
I tend to get my own way
like it or not.
Sun 11 Mar 2018
at 17:36
  • msg #497

Thoughts

So, from the rulebook: "Your Thoughts Are My Thoughts."

Effect: Charisma modifier psychic damage, and you slide the target a number of squares equal to its speed. The target then makes a basic attack against a creature of your choice, with a +4 power bonus to the attack roll and the damage roll.


Couple of points require GM adjudication.

First, can Bedlam force the Ripper to move past T-Bird and Rose within the confines of the tunnel? (I assumed there was room.)

Second, do T-Bird and Rose get Attacks of Opportunity as the Ripper moves through their zones of control?

Finally, instead of forcing the Ripper to make an attack (against a non-existent creature of my choice), can Bedlam force the Ripper to make a double move? (leaving it at C13)
Thunderbird
player, 250 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Sun 11 Mar 2018
at 23:55
  • msg #498

Thoughts

Could you have it attack itself?
The Shadow
GM, 1471 posts
Mon 12 Mar 2018
at 11:15
  • msg #499

Thoughts

Bedlam, you can't slide the Ripper past the others in the tunnel, but you can move him into Thunderbird and give Thunderbird an attack of opportunity.

Also, because of the Ripper's strange hybrid archetype (a robot constantly adding biological parts until they rot away), you are able to convince it to attack itself.

Finally the Psychic damage is x3. For the Ripper to be violated this way is unthinkable, and you feel its utter hatred and determination for revenge through you link.

Thunderbird, make the AoO, Bedlam you may roll for the Ripper's attack.
Arcus
player, 287 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Wed 14 Mar 2018
at 19:08
  • msg #500

Thoughts

So.. a silly question... Arcus' Fiery Aura seems to indicate he is shrouded in flames as anyone who ends their movement adjacent to him suffers 5 fire damage. Does that not at least provide torch illumination?
The Shadow
GM, 1473 posts
Wed 14 Mar 2018
at 20:26
  • msg #501

Thoughts

Good point! Full illumination up to 4 squares away from you, -4 to hit up to 8 squares and -8 thereafter.
Arcus
player, 288 posts
HP:13/38 Lv3 Pyrokinetic
& Gravity Controller
Wed 14 Mar 2018
at 20:46
  • msg #502

Thoughts

:) Thank you... that seems fair. I will post this evening.... at a pathfinder - Mummy's Mask game currently.
The Shadow
GM, 1475 posts
Thu 15 Mar 2018
at 11:05
  • msg #503

Thoughts

Thunderbird:
Asking as I was not sure if it used it's standard action when it attacked itself.

Not according to the 4E action economy. But you know what, screw it!. Lets go with realism over rules. The Ripper gets a standard move only.

OK, Arcus got the first post in, so he has moved up to engage the Ripper in melee. That means that no one can get past Arcus and ranged attacks are -4 per person between you and the Ripper.

Rose and Thunderbird, you're up!
This message was last edited by the GM at 16:50, Thu 15 Mar 2018.
Thunderbird
player, 254 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Fri 16 Mar 2018
at 00:37
  • msg #504

Thoughts

The joys of playing 3.5/Pathfinder for so long.

Next question.  How tall is the ceiling? (As in, can I fly over them?)
This message was last edited by the player at 01:16, Fri 16 Mar 2018.
Rose
player, 431 posts
Wait, she's a plant?
What gave it away?
Fri 16 Mar 2018
at 00:59
  • msg #505

Thoughts

 Not sure how close i am to the ripper and if any of my abilities could reach it.?
The Shadow
GM, 1476 posts
Fri 16 Mar 2018
at 14:59
  • msg #506

Thoughts

You can make a single move to get just behind Arcus, then use this!

Plant Utility (encounter)
Instant Grove: Close burst 3, difficult terrain for enemies, melee attack range
increaes by 2 and you have cover. You are immobilised and immune to forced move

Difficult terrain for the Ripper will slow him right down!
Arcus
player, 291 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Fri 16 Mar 2018
at 15:15
  • msg #507

Re: Thoughts

The Shadow:
You can make a single move to get just behind Arcus, then use this!

Plant Utility (encounter)
Instant Grove: Close burst 3, difficult terrain for enemies, melee attack range
increaes by 2 and you have cover. You are immobilised and immune to forced move

Difficult terrain for the Ripper will slow him right down!


Don't stop immediately behind Arc us as in adjacent... you'll take 5 fire damage! He will need another action to turn that off!
Rose
player, 433 posts
Wait, she's a plant?
What gave it away?
Fri 16 Mar 2018
at 15:26
  • msg #508

Re: Thoughts

 Yaa, she will take extra damage from a fire shield but if it slows ripper down it will be worth it.

 Redo post.
This message was last edited by the player at 15:37, Fri 16 Mar 2018.
The Shadow
GM, 1479 posts
Sun 18 Mar 2018
at 11:05
  • msg #509

Re: Thoughts

Thunderbird:
Next question.  How tall is the ceiling? (As in, can I fly over them?)

Sadly it's too low, just  over six feet high.
Arcus
player, 292 posts
HP:38/38 Lv3 Pyrokinetic
& Gravity Controller
Sun 18 Mar 2018
at 15:40
  • msg #510

Re: Thoughts

In reply to The Shadow (msg # 509):

Ummm... Arcus did just that...he flew over Thunderbird and Rose.  Are you saying the corridor is too cramped for winged flight to work ?
The Shadow
GM, 1480 posts
Sun 18 Mar 2018
at 17:36
  • msg #511

Re: Thoughts

Well I did say that you can pass through everyone on your moves, otherwise it gets too complicated. But now you're in melee with the Reaper the positions have to be fixed.
The Shadow
GM, 1484 posts
Tue 3 Apr 2018
at 10:03
  • msg #512

Re: Thoughts

Folks, should have given an attack of opportunity to Arcus and Rose (as her power gives her one extra reach) as the Reaper ran away.

FYI you must Shift to avoid an AoO, but the Reaper couldn't due to Rose's roots' grip.

Rose and Arcus, please post the results of your basic attack in this thread, to avoid cluttering up the main one.

Rose, you are at -2 on the roll for attacking over Arcus in the narrow tunnel.
The Shadow
GM, 1485 posts
Tue 10 Apr 2018
at 10:40
  • msg #513

Re: Thoughts

Rose, your lashing creepers is burst 2, so you can't reach the Reaper from where you are after your first move. You can make another move and be next to the Reaper to get an AoO next round. Or perhaps reload your crossbow. Or something else! Lemme know, you can look at the combat map to see your position.

NB the Reaper has a move of 6.
The Shadow
GM, 1493 posts
Sun 13 May 2018
at 12:58
  • msg #514

Re: Thoughts

I think it's time for a cunning plan!
Crinkles
player, 232 posts
35/35 HP
Sun 13 May 2018
at 13:47
  • msg #515

Re: Thoughts

I got nothing at the moment :(
Rose
player, 440 posts
Wait, she's a plant?
What gave it away?
Sun 13 May 2018
at 14:07
  • msg #516

Re: Thoughts

 Not sure what the plan is if the monster is in the water, so i am waiting to see if Bedlam has some other idea to provoke the monster to come after us on land.

 Since it appears the monster is concerned with staying alive(no berserker blood). I dont see it wanting to come out after us in its hurt state.
The Shadow
GM, 1494 posts
Sun 13 May 2018
at 14:24
  • msg #517

Re: Thoughts

Well first up, ignore your tail or not??
The Shadow
GM, 1501 posts
Mon 18 Jun 2018
at 10:15
  • msg #518

Re: Thoughts

Thunderbird:
"Hold on guys, there was a project that I need to undertake that I was going to do for Aldiss next time we were back here. It will only take about an hour or so, unless they have a thousand of them. Where are the N-cells that needed to be recharged Aldiss?" Thunderbird went back and asked.

ooc:Sorry, I thought I took care of that. Had to dig through the posts to find out why Aldiss was giving him the stink eye. It was almost two years real time that it was posted.

No probs Thunderbird, time certainly flies :) You have the cells with you Thunderbird, but it will take you a day or two to charge them all. I am assuming you don't want to spend that time now and moving the action on for now...
The Shadow
GM, 1506 posts
Thu 19 Jul 2018
at 11:42
  • msg #519

Re: Thoughts

If there are no other suggestions, looks like Bedlam needs to be the decider :)
The Shadow
GM, 1510 posts
Sat 28 Jul 2018
at 09:33
  • msg #520

Re: Thoughts

Bedlam Jones:
"Ok," the giant sighs. "Arcus, T-bird, which of the chimneys was the largest? Were any of them big enough for Crinkles and me to climb down?"

Just to be clear, the other two rooftop access points you saw on adjacent buildings are open trapdoors rather than chimneys.
Crinkles
player, 241 posts
35/35 HP
Mon 30 Jul 2018
at 02:11
  • msg #521

Re: Thoughts

Big enough for the big characters?
The Shadow
GM, 1511 posts
Mon 30 Jul 2018
at 05:33
  • msg #522

Re: Thoughts

Thunderbird, you can't tell if a creature or a machine welded the plates, and find no holes.

Crinkles, yes big enough for you and Bedlam.
The Shadow
GM, 1513 posts
Wed 8 Aug 2018
at 05:42
  • msg #523

Re: Thoughts

Climbing up to the roof is an Athletics DC20 roll, unless someone has some rope. Then one of the fliers can secure it and everyone can climb, no roll required.
The Shadow
GM, 1515 posts
Sat 18 Aug 2018
at 08:26
  • msg #524

Re: Thoughts

Thunderbird, the hinges are on the other side.

Bedlam, you can make the attempt with a Cha roll DC 25. However, bear in mind if you succeed the Ripper will know where you are too, and if you fail by five or more the Ripper will know where you are anyway.
The Shadow
GM, 1516 posts
Tue 21 Aug 2018
at 15:51
  • msg #525

Re: Thoughts

So Thunderbird and Arcus will be watching the roof exits while you smash down the door, right?
The Shadow
GM, 1519 posts
Tue 4 Sep 2018
at 13:56
  • msg #526

Re: Thoughts

Before you enter the sewer, what are you doing for light??

BTW even the shortest party member can keep their head above water, and the current is flowing in direction Bedlam last sensed the Reaper.
The Shadow
GM, 1533 posts
Mon 19 Nov 2018
at 12:39
  • msg #527

Re: Thoughts

BTW Bedlam, the grating is secured with a catch but it's not locked. Can't be opened from below in normal circumstances. Good job not all of you are normal, hint, hint!
The Shadow
GM, 1555 posts
Wed 27 Feb 2019
at 07:49
  • msg #528

Re: Thoughts

Apols, should be an Athletic/Acrobatic check, not Str. So Rose, that puts you on 18. Plus I will give you a +2 circumstances bonus for your creeping roots, so you made it to the top. Please edit your post.
The Shadow
GM, 1559 posts
Thu 14 Mar 2019
at 13:13
  • msg #529

Re: Thoughts

Bedlam, just noticed you used a standard action to stand up, I think we can skip that, will assume you were on your feet after climbing up. Feel free to add another move or action. If I don't hear back in 24 hours will assume a move. Then I will update the round.
The Shadow
GM, 1563 posts
Wed 27 Mar 2019
at 07:01
  • msg #530

Re: Thoughts

Bedlam, please go ahead and make your attack of opportunity.
Bedlam Jones
player, 491 posts
I tend to get my own way
like it or not.
Mon 8 Apr 2019
at 20:05
  • msg #531

Re: Thoughts

Some minor discussion which may or may not be pertinent to current situation.

The Mind Coercer Expert Power Your Thoughts Are My Thoughts (hereafter referred to as YTAMY)
As defined:
  Once per Encounter, Psi, Psychic
  Standard Action
  Range: 10
  Target: 1 Creature
  Effect: CH mod psychic damage; slide target equal to its speed; target makes basic attack vs creature of choice w/ +4 attack, +4 damage


This essentially grants the Coercer control of the target for a move action and a standard action (with bonus to the standard attack action).

Since the target can make a double move by substituting a move action for its standard action, would it make sense to say the Coercer can also use the standard action granted by YTAMY for a second move action instead of an attack?

Perhaps, since the YTAMY standard action has a bonus, replacing it with a move action could even be a Run (+2 spaces, grants combat advantage)?
The Shadow
GM, 1567 posts
Wed 10 Apr 2019
at 07:33
  • msg #532

Re: Thoughts

In general I would say no, as the flavour of the power seems to be "confuse your enemy so he attacks someone else".  However, in the circumstances, and considering your psychic link with the Ripper, I will say yes. So you get one attack and everyone else gets one more. Good luck!
The Shadow
GM, 1573 posts
Fri 24 May 2019
at 16:08
  • msg #533

Re: Thoughts

Perception rolls from all searchers/lookouts please!
Rose
player, 485 posts
Wait, she's a plant?
What gave it away?
Fri 24 May 2019
at 16:30
  • msg #534

Re: Thoughts

Ooc:09:30, Today: Rose rolled 10 using 1d20+3.  search chk.
This message was last edited by the player at 16:31, Fri 24 May 2019.
Thunderbird
player, 294 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Fri 24 May 2019
at 19:57
  • msg #535

Re: Thoughts


15:57, Today: Thunderbird rolled 14 using 1d20+12.  Search check.
Bedlam Jones
player, 498 posts
I tend to get my own way
like it or not.
Sun 26 May 2019
at 12:22
  • msg #536

Re: Thoughts

07:21, Today: Bedlam Jones rolled 26 using 1d20+6.  Perception.
The Shadow
GM, 1578 posts
Sun 23 Jun 2019
at 07:44
  • msg #537

Re: Thoughts

Bedlam Jones:
"And if you don't mind saying, where are the hoops? I do not recall having seen badders in the guard before."


Doh! I think senility is setting in, keep messing up all the old Gamma World names :) It is Hoops. Editing shortly, update at the weekend
The Shadow
GM, 1585 posts
Sat 20 Jul 2019
at 12:18
  • msg #538

Re: Thoughts

Folks, the list of mutations from the WoTC site I linked to in the Mutations thread is gone :(

link to a message in this game

My google fu is not strong enough to find a list. Anyone got any ideas? Does anyone own a physical copy of the all mutation cards? They made them collectible, right, so probably not :(
Bedlam Jones
player, 506 posts
I tend to get my own way
like it or not.
Sat 20 Jul 2019
at 14:03
  • msg #539

Re: Thoughts

re: mutation cards - I'm on the road at the moment. I'll see what I have stored on the big computer when I get home in a few days.
Thunderbird
player, 298 posts
HP Current 29 Max 29
F16 R13 W18 AC19
Sun 21 Jul 2019
at 01:39
  • msg #540

Re: Thoughts

Sorry, can't help you. The cards that came with the game were broken into 40 Alpha (1-40) and 40 Omega (41-80) with 1 booster pack. The collectables were 1-120
The Shadow
GM, 1590 posts
Wed 21 Aug 2019
at 12:42
  • msg #541

Re: Thoughts

Am back with a laptop, sorry for the extended delay. Check the main thread for an important question!
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