Okay the battle is in the "Hydra" training grounds Here. I was thinking about the Super powers stunning people as well, and editing the requirements to subdue people so that instead of getting their life down to 40 HP, it will be 50. The 10 points of HP isn't much, but it gives you a higher chance to subdue instead of kill. I'll go through the list and edit it as I go along. I just learned Google chrome has the "Find" feature so that makes it a whole lot easier locating powers. I wish I knew about it sooner. >.>
Everything is set up. So all guinea pigs will be at lvl 20, full skills and power. D30 roll dice and you may use any equips you want. Am I going to play one of the Guinea pigs you rolled for, or should I make two more?
EDIT: And are you using Whiplash Norm in the battle too?
Last Edit: Aug 25, 2011 15:24:51 GMT -5 by FG Admin
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You can play one of the guinea pigs already created if you wish I'll play GP 1 You are not going to get any stellar rp here (in the simulator) just running numbers right? I would like to see just how devastating Whiplash can be so yeah I will use him To scale him back initially I am going to use to bats (The newest batman) I think I'll call him Louisville Slugger or Bam Bam. Does a lvl 10 norm such as Geoffrey get a +10 combat bonus regardless of weapons used???
If so sensitives should get a similar combat bonus regardless of whether they use their powers or not. The power usage is considered their weapon in most cases.
Sorry I disappeared I actually had some work to do. I will try to work out a scenario tomorrow if i get a chance to see how things work
Last Edit: Aug 25, 2011 16:00:04 GMT -5 by Bernard
I didn't mind that you disappeared I'm multitasking as well. At the moment I'm making dinner so I'll be logging on and off throughout the day. And I'm still working on my laptop with the graphics card thing. I've almost gotten it working perfectly...
My other beta testers ran off on me so a lot of things went untested. I completely forgot about NPC skill bonuses to tell you the truth, but yes they are suppose to get the bonuses. I didn't add them to Geoff's skill rolls in the bridge battle because I forgot they were suppose to be there, gah... For consistency I will not add them for the rest of the battle. No one is suppose to die in that fight anyways, it is just a prologue battle. So lets say you combine Elite striker with your super power. Elite striker +10 and super power +20 =+30 to attacks (plus the dice roll).
Alright, so you get to play Luck wolf and I'm playing the earth vampire. I'm going to name her Terra Bloodcraft. Lets break this down into two rounds. Round one is Wolf VS Vampire. Round two is Norm (Louiseville slugger AKA BAM Bam) VS Vampire (Terra Bloodcraft).
And the way you posted was fine. I'll post my reply in a few mins. Gotta go check on the chicken. X__________X
Last Edit: Aug 25, 2011 17:31:58 GMT -5 by FG Admin
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I'm considering the two power thing where the second power is the lesser power (10/10 instead of 20/20), but I would have to go and edit a lot of stuff on the site. And we've been going back and forth about different combat SP modifiers and I got confused. Which system should we use for the test fight? The X2 SP modifier I suggested a few posts ago or the one you sent to me in the PM?
I went on and posted but I can always go back and edit the post to make the change.
Last Edit: Aug 25, 2011 19:06:36 GMT -5 by FG Admin
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2. Counter Attack: Instead of being hit by the attack, you counter with one of your own, giving you two attack turns, and no defense turn. The first attack may be combined with a super power. Your second attack will do normal damage, and cannot be combined with any other skill or super power. Think of this move as grabbing your targets punching arm and doing a judo throw to counter the attack, then following it up by breaking their arm... Stats: You take no damage, but there is a -5 HP penalty when using skill. +5 to first attack. [glow=red,2,300](roll higher than enemy for success.)[/glow]Restrictions: Must wait five turns before using again. * Opponent will combine both attack rolls together for a single defense roll.
Does this mean I have to roll higher than your 39 to counter attack or higher than your upcoming defense roll??
Edit:Doesn't Terra have a -20 modifier to her attacks because of her weak shoulder?
Last Edit: Aug 25, 2011 22:06:59 GMT -5 by Bernard
I'm about to leave out so I'll make it quick. With Counter attack you just have to roll higher than my attack roll (39). And as for the shoulder, yeah I chose for it to be her left shoulder that was weak. I should have specified a bit which arm she was using. Hmm, to keep things simple lets do battles like Pokemon. "Terra used right hand vampire swipe." "Attack wasn't very effective. Werewolf uses counter attack." "Critical hit." ETC...
I'll edit Terra's post to include her "Right hand". But yes, she does have a weak shoulder. And for your next post you don't have to include all of their bio info again. Just use the basics of:
I exchange the Elite Striker skill with the Dual wield skill as I mixed up skill names with what I wanted. The character is more a tooth and nail predator of a single victim than taking on a pack of thugs at once. Hope you don't mind. I also forgot to roll roll the ability before I rolled the attacks I thought it was automatic for some reason. Anyways using three quarters of my SP in one blow is a bit of a gamble. As the fight progresses you will constantly get a - 10 to damage just from armor.
I've located about four flaws already that need fixing. Counter attack's description still isn't clear enough. I'm going to edit it so that it literally says "Roll higher than opponent's attack turn". Also, what do you think about more defensive maneuvers? For example a skill called "Defensive stance" that adds +1 to your defense points for 5 turns + total skill level (total bonus of +11 def for 5 turns). After the five turns ends your def stats go back to being normal. There will be a cool down time of 10 posts so that you can't keep using the buff.
If the skill is added I might also reorganize the skill list and put all attack combat moves together, all defensive moves together, and all life skills together.
And last thing, I understand how you got all of the numbers in your post, but what is the "attack roll n/a"?
EDIT: Oh wait, is it from the failed dual wield? I think I see... Okay, gonna go post with Bennett on the bridge in a little while. The battle is halfway done. Just have to wrap up a few more pieces to the puzzle.
Because I still don't know how I feel about the new combat system we will finish the bridge fight using the old system that we already started the battle with...
Last Edit: Aug 26, 2011 19:41:12 GMT -5 by Jack Bennett
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Once again I could be wrong but I can at least plant the seeds of deception within the minds of Bennett and the enforcer.
I think I may have bent the barrel on this shotgun during the ruckus with Crazy Charlie. Damn thing doesn't shoot straight. Maybe that's why I didn't get wounded during the encounter.