Toptomcat Posted November 19, 2007 Author Posted November 19, 2007 Accurate Attack for three, so you're saving against +7. Shapeshift is set to: 4 extra ranks of Acrobatics 8 of Stealth 8 of Notice Sonar-based Blindsight Darkvision Direction sense Infravision Extended Scent Tracking Super-movement 1: Slow Fall Leaping 2
Toptomcat Posted November 19, 2007 Author Posted November 19, 2007 Accurate Attack for three, so you're saving against +7. Shapeshift is set to: 4 extra ranks of Acrobatics 8 of Stealth 8 of Notice Sonar-based Blindsight Darkvision Direction sense Infravision Extended Scent Tracking Super-movement 1: Slow Fall Leaping 2
Heridfel Posted November 19, 2007 Posted November 19, 2007 Please don't forget to post the rolls to see if your Shapeshifting works. It is Unreliable, and taking a full round during combat doing nothing can be a substantial drawback. I wasn't going to worry about the Healing since that's outside of combat, but you didn't mention before the fight began again that you were swapping back.
Heridfel Posted November 19, 2007 Posted November 19, 2007 Please don't forget to post the rolls to see if your Shapeshifting works. It is Unreliable, and taking a full round during combat doing nothing can be a substantial drawback. I wasn't going to worry about the Healing since that's outside of combat, but you didn't mention before the fight began again that you were swapping back.
Heridfel Posted November 19, 2007 Posted November 19, 2007 Please don't forget to post the rolls to see if your Shapeshifting works. It is Unreliable, and taking a full round during combat doing nothing can be a substantial drawback. I wasn't going to worry about the Healing since that's outside of combat, but you didn't mention before the fight began again that you were swapping back.
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 That's Shapeshift in the paralell storyline, the one where we're hunting Zoom dealers. Sorry if it wasn't clear. Any time that Shinken is in-combat, I will be sure to post the rolls.
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 That's Shapeshift in the paralell storyline, the one where we're hunting Zoom dealers. Sorry if it wasn't clear. Any time that Shinken is in-combat, I will be sure to post the rolls.
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 That's Shapeshift in the paralell storyline, the one where we're hunting Zoom dealers. Sorry if it wasn't clear. Any time that Shinken is in-combat, I will be sure to post the rolls.
Heridfel Posted November 20, 2007 Posted November 20, 2007 Ah, alright. Yeah, that's not a problem. From now on, though, you should describe what "mode" the shapeshift is in when you start a battle. Here, it was clear that it was still the Healing, but it'll be a concern in new storylines. Also, bear in mind that Shapeshift is described as being for the physical traits of the assumed form. Healing is a bit of a stretch, but ok for the purposes of the sparring match (since the story lags a little if you have to wait for Shadowboxer to heal). You might want to find another hero that can heal, or see about adding Healing as a power to your Headquarters. (Now, I'm picturing bacta tanks dotting the walls of Shinken's factory). The mode that you're in now in the parallel storyline is fine - Super-Senses, Notice, Super-Movement, and physical skills are all examples of physical traits.
Heridfel Posted November 20, 2007 Posted November 20, 2007 Ah, alright. Yeah, that's not a problem. From now on, though, you should describe what "mode" the shapeshift is in when you start a battle. Here, it was clear that it was still the Healing, but it'll be a concern in new storylines. Also, bear in mind that Shapeshift is described as being for the physical traits of the assumed form. Healing is a bit of a stretch, but ok for the purposes of the sparring match (since the story lags a little if you have to wait for Shadowboxer to heal). You might want to find another hero that can heal, or see about adding Healing as a power to your Headquarters. (Now, I'm picturing bacta tanks dotting the walls of Shinken's factory). The mode that you're in now in the parallel storyline is fine - Super-Senses, Notice, Super-Movement, and physical skills are all examples of physical traits.
Heridfel Posted November 20, 2007 Posted November 20, 2007 Ah, alright. Yeah, that's not a problem. From now on, though, you should describe what "mode" the shapeshift is in when you start a battle. Here, it was clear that it was still the Healing, but it'll be a concern in new storylines. Also, bear in mind that Shapeshift is described as being for the physical traits of the assumed form. Healing is a bit of a stretch, but ok for the purposes of the sparring match (since the story lags a little if you have to wait for Shadowboxer to heal). You might want to find another hero that can heal, or see about adding Healing as a power to your Headquarters. (Now, I'm picturing bacta tanks dotting the walls of Shinken's factory). The mode that you're in now in the parallel storyline is fine - Super-Senses, Notice, Super-Movement, and physical skills are all examples of physical traits.
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 Got it. I refrained from using Shapeshift in this battle, out-of-game, because there's any number of ways to make it one-sided with it; namely, a duplicate weapon for disarm insurance and electrifying the armor (Strike w/Aura) to make grapples a bad idea...or a ranged attack and Flight...or Super-Speed and using Move-By Attack. And in-game, because this is supposed to be a match of skill vs. skill, not skill vs. tech.
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 Got it. I refrained from using Shapeshift in this battle, out-of-game, because there's any number of ways to make it one-sided with it; namely, a duplicate weapon for disarm insurance and electrifying the armor (Strike w/Aura) to make grapples a bad idea...or a ranged attack and Flight...or Super-Speed and using Move-By Attack. And in-game, because this is supposed to be a match of skill vs. skill, not skill vs. tech.
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 Got it. I refrained from using Shapeshift in this battle, out-of-game, because there's any number of ways to make it one-sided with it; namely, a duplicate weapon for disarm insurance and electrifying the armor (Strike w/Aura) to make grapples a bad idea...or a ranged attack and Flight...or Super-Speed and using Move-By Attack. And in-game, because this is supposed to be a match of skill vs. skill, not skill vs. tech.
Shadowboxer Posted November 20, 2007 Posted November 20, 2007 My character's name is Nightrival, and my user name is Shadowboxer. There's a couple of IC posts with the mix-up. :)
Shadowboxer Posted November 20, 2007 Posted November 20, 2007 My character's name is Nightrival, and my user name is Shadowboxer. There's a couple of IC posts with the mix-up. :)
Shadowboxer Posted November 20, 2007 Posted November 20, 2007 My character's name is Nightrival, and my user name is Shadowboxer. There's a couple of IC posts with the mix-up. :)
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 Damn! I've been having to fight that since post 1, really. It seems almost more appropriate for your character than the official name. Sorry about that-corrected.
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 Damn! I've been having to fight that since post 1, really. It seems almost more appropriate for your character than the official name. Sorry about that-corrected.
Toptomcat Posted November 20, 2007 Author Posted November 20, 2007 Damn! I've been having to fight that since post 1, really. It seems almost more appropriate for your character than the official name. Sorry about that-corrected.
Shadowboxer Posted November 20, 2007 Posted November 20, 2007 Damn! I've been having to fight that since post 1, really. It seems almost more appropriate for your character than the official name. Sorry about that-corrected. No worries, mate. I'm beginning to prefer Shadowboxer to Nightrival these days, but for I'll keep the name for now. So, Nightrival is bruised (-1 to future Toughness saves) and has finally proven to be a threat to Shinken. His disarm check is 25, and Shinken needs an opposed roll using his Strength bonus. After you roll I'm going to use NR's movement action.
Shadowboxer Posted November 20, 2007 Posted November 20, 2007 Damn! I've been having to fight that since post 1, really. It seems almost more appropriate for your character than the official name. Sorry about that-corrected. No worries, mate. I'm beginning to prefer Shadowboxer to Nightrival these days, but for I'll keep the name for now. So, Nightrival is bruised (-1 to future Toughness saves) and has finally proven to be a threat to Shinken. His disarm check is 25, and Shinken needs an opposed roll using his Strength bonus. After you roll I'm going to use NR's movement action.
Shadowboxer Posted November 20, 2007 Posted November 20, 2007 Damn! I've been having to fight that since post 1, really. It seems almost more appropriate for your character than the official name. Sorry about that-corrected. No worries, mate. I'm beginning to prefer Shadowboxer to Nightrival these days, but for I'll keep the name for now. So, Nightrival is bruised (-1 to future Toughness saves) and has finally proven to be a threat to Shinken. His disarm check is 25, and Shinken needs an opposed roll using his Strength bonus. After you roll I'm going to use NR's movement action.
Toptomcat Posted November 22, 2007 Author Posted November 22, 2007 Attempt at escape: 16. Not the most optimal plan, but a few seconds of panic are a typical reaction for a longer-range striker when a grappler gets in close. Also, taking 10 on Acrobatics checks for jumping, for a standing long jump of 130 feet and a standing high jump of 77.5, as well as 10 on Stealth and Notice for 23 and 18 respectively.
Toptomcat Posted November 22, 2007 Author Posted November 22, 2007 Attempt at escape: 16. Not the most optimal plan, but a few seconds of panic are a typical reaction for a longer-range striker when a grappler gets in close. Also, taking 10 on Acrobatics checks for jumping, for a standing long jump of 130 feet and a standing high jump of 77.5, as well as 10 on Stealth and Notice for 23 and 18 respectively.
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