Bendigeidfran Posted November 7, 2008 Share Posted November 7, 2008 I'm just waiting for somebody else to post before I do. Really. Link to comment
Ecalsneerg Posted November 7, 2008 Share Posted November 7, 2008 Hello? I'm catching up on posting now; been having a hectic week. Link to comment
Heridfel Posted November 13, 2008 Share Posted November 13, 2008 Hub is granting Red Star a +6 bonus to his recovery check, based on Healing. Link to comment
Dr Archeville Posted November 13, 2008 Author Share Posted November 13, 2008 Actually, since Red Star's just got a bruise, he doesn't even need to make a recovery check. "Bruised and injured conditional heal automatically with no check required." Link to comment
Heridfel Posted November 14, 2008 Share Posted November 14, 2008 I know. I just wanted to feel more useful - Healing 1 would have had the same effect. How about we add some harder conditions for next time? :twisted: Link to comment
Bendigeidfran Posted November 14, 2008 Share Posted November 14, 2008 * I think I need to explain the attacks I make. That was just a normal haymaker. But what is devastating is where he planted the punch. The temple is the most vulnerable and weakest spot on the head. An average sized human can throw a punch in 1/3 of a second, at a speed of 30 km/hour. Resulting in 200 kg by a combination of force and speed, anyone can be knocked out from such a punch. Link to comment
Dr Archeville Posted November 14, 2008 Author Share Posted November 14, 2008 It's probably not actually connecting to his temple, at least not as fully as he'd like. If it'd been a crit, sure, that's what a crit is, a solid hit to a particularly vulnerable spot... but this wasn't (despite the Spartan's Improved Crit 2). It did definitely hit, though. Also, the "jump up" is meant to be an Acrobatic Feint, yes? Link to comment
Bendigeidfran Posted November 15, 2008 Share Posted November 15, 2008 I believe so. Though I think I need a read through of the manual to this game. Link to comment
Dr Archeville Posted November 26, 2008 Author Share Posted November 26, 2008 Sorry, all, hadn't noticed that everyone'd posted. I'll try and get a response out this afternoon. Link to comment
Dr Archeville Posted November 28, 2008 Author Share Posted November 28, 2008 End of Round Recap Characters & Conditions Arrowhawk (Ecalsneerg) -- Full Health -- 0 HP Hub (Heridfel) -- Full Health -- 1 HP Nightrival (Shadowboxer) -- Full Health -- 3 HP Red Star (Geez3r) -- Full Health -- 0 HP Shade (Tahotai) -- Full Health (need grapple check) -- 1 HP The Spartan (Bendisgeidfran ["Bran"]) -- Bruise x1 -- 1 HP Initiative Orders & Locations 22.5 - Hub (behind a movie display in the shoppe, watching) 22 - Nightrival (near counter) 19 - Arrowhawk (out front, directly in front of shoppe, shooting at Smash) 17 - Red Star (back of shoppe, in melee with Grab) 15 - Shade (just inside shoppe, blasting Grab) 13 - Grab (at front of shoppe, grappling going for Shade and Red Star) 12 - Smash (bruise x2, staggered, fatigued; in back of shoppe) 10 - Assorted Bystanders (clerk + 2 patrons; Clerk is next to Grab, patrons near front window) 9 - The Spartan (back of shoppe, in melee with Smash) Grab cannot make the check needed to counter Nightrival's Acrobatic Bluff (at best she'd fall shy by six points), so I didn't even both rolling. However, even flat-footed, his roll was not good enough to hit her. Conversely, Smash's intimidate modifier is so high that he cannot fail to counter Arrowhawk's demoralization attempt (natural 1s only auto-fail for attack rolls). Spartan's acrobatic bluff vs. Smash is also un-beatable, as with Nightrival's acrobatic bluff vs. Grab. But, Smash rolled very well on his Toughness save. Link to comment
Geez3r Posted November 28, 2008 Share Posted November 28, 2008 I left a placeholder in IC thread because I wanted to double check as to whether or not Grab was aiming for a grapple or a pin, as that would affect what I would do on my turn, not to mention whether or not I need to make a toughness save. Link to comment
Dr Archeville Posted November 28, 2008 Author Share Posted November 28, 2008 If Red Star weighed 30 pounds less, she'd be throwing him to Smash. But since that's not an option for her, and given what she's seen of RS's abilities, she's just going to pin him. Link to comment
Geez3r Posted December 1, 2008 Share Posted December 1, 2008 :shock: I really don't know how Red Star is doing this. That's what, his 4th natural 20 now? I wish I was this lucky in my other games. I think I need to give Red Star the feat Favored Enemy (Statisticians). Link to comment
Bendigeidfran Posted December 1, 2008 Share Posted December 1, 2008 Does that one really exist? It doesn't show up in the manual. Link to comment
Geez3r Posted December 1, 2008 Share Posted December 1, 2008 It's Favored Opponent technically, but it's technically a legitimate feat. An odd one for sure, but it's correct. Link to comment
Dr Archeville Posted December 1, 2008 Author Share Posted December 1, 2008 "How are you doing that?" "With great satisfaction!" Link to comment
Bendigeidfran Posted December 5, 2008 Share Posted December 5, 2008 Now something unrelated. If I wanted to try and stop Smash from fighting, should I be going for a Bluff check, or an Intimidate check? Link to comment
Dr Archeville Posted December 5, 2008 Author Share Posted December 5, 2008 I'm not sure either would do it: Bluff isn't a suggestion spell, and Intimidate at best gets someone to act "friendly" towards you (but if you attack a friend, they're going to attack you back). Link to comment
Ecalsneerg Posted December 6, 2008 Share Posted December 6, 2008 Sorry I forgot about this thread. Anyway, I'm trying an aim so I can power attack for full while leaving me accurate enough to pretty much hit him anyway. Link to comment
Heridfel Posted December 17, 2008 Share Posted December 17, 2008 No real action here, other than to switch to the Fatigue part of the array. He's looking for a throw or rush from Shadowboxer to get one of the two villains out of sight. Link to comment
Bendigeidfran Posted December 17, 2008 Share Posted December 17, 2008 Sorry I'm late, been busy with my fanfiction writing lately. Publishing a new story is always difficult. Moreover, I apologize for making that post in IC. If I broke the rules again, I will edit it. And that thing about Muhammad, use you imagination. Link to comment
Dr Archeville Posted December 17, 2008 Author Share Posted December 17, 2008 Ben, let's try an Intimidate check. Link to comment
Dr Archeville Posted December 22, 2008 Author Share Posted December 22, 2008 End of Round Recap Characters & Conditions Arrowhawk (Ecalsneerg) -- Full Health -- 0 HP Hub (Heridfel) -- Full Health -- 1 HP Nightrival (Shadowboxer) -- Full Health -- 3 HP Red Star (Geez3r) -- Full Health -- 0 HP Shade (Tahotai) -- Full Health (need grapple check) -- 1 HP The Spartan (Bendisgeidfran ["Bran"]) -- Bruise x1 -- 1 HP Initiative Orders & Locations 22.5 - Hub (behind a movie display in the shoppe, watching) 22 - Nightrival (near counter?) 19 - Arrowhawk (out front, directly in front of shoppe, aiming at Smash) 17 - Red Star (back of shoppe) 15 - Shade (---) 13 - Grab (bouncing away across the street) 10 - Assorted Bystanders (clerk + 2 patrons; Clerk is next to Grab, patrons near front window) 9 - The Spartan (back of shoppe, in melee with Smash) 8 - Smash (bruise x2, staggered, fatigued; in back of shoppe) Shadowboxer, you've taken too many actions: acrobatic bluffing was a move action, attacking was a standard action. To move away you'd need to spend a Hero Point for a surge. And since there are no Attacks of Opportunity in M&M, you don't need to make an Acrobatics check to safely move past someone. Link to comment
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