Sorry for he delay. My work computer coughed up a furball today so I was left with no way to communicate. Hopefully the problem will be rectified in short order but I will have some catching up to do with grasroots by that time as well. I am thinking I will substitute stealth attack for the dual weild skill. I have been thinking about what you said about heroes not becoming assassins kiling all the deviants of Osiris. To that end Kenny will shoot rubber bullets. I may also carry a blackjack leaving behind traces of sand at the scene. She may become the new "Sandman" ....sweet dreams!
Ah, I see. Thanks for letting me know. But don't worry about it because I've been editing the site and making some changes. In fact I didn't post in character until a few hours ago. XD
I forgot to mention this before, but I am also going to edit all blunt weapons to give a +5 stun bonus to help subdue enemies. And rubber bullets is something I need to add to the general store. That's a good one! I'm feeling lazy right now so I'll get around to making more changes later... If you can't post that's cool, just keep my updated. You can post whenever you get the time.
If you have any questions you can Email me at: fgheroes@yahoo.com
My computer is still down. Working on a back-up system is painful. I will keep you informed. It took most of the day to post my lobby IC in grassroots.
Simulation Question. It states that a player successfully using stealth cannot be attacked. Do this include blind shooting???
Last Edit: Sept 7, 2011 22:19:55 GMT -5 by Bernard
I know what you mean about the back-up system. I'm not so great for when it comes to fixing software problems. If you don't have the time to post I'll at least know why.
As for the simulation question: The shots will miss because the NPCs are blind. If you successfully hide then player's and NPCs won't know where you are so it will cancel out their attacking turn. The "smoke bangs" that Hydra corp sells only lowers stats, they don't help to hide you.
So when the stealth roll failed the NPCs attacked anyway. If we actually role played it out I would have made them shoot in the direction of the "bang" sound while completely blind from the flash. Because their rolls are so low and you get a defense bonus you will most likely dodge their blind fire and come out unharmed.
Last Edit: Sept 8, 2011 13:05:23 GMT -5 by FG Admin
If you have any questions you can Email me at: fgheroes@yahoo.com
I was planning to use the stealth attack using the SD-99 as the weapon. Since I was still unseen by the elite thug (essentially last turn) do I just roll to subdue or do I perform a stealth roll first. Since I ended with a successful stealth roll after firing on thug 1 I assumed I was still unseen. I rolled the attack dice because I was firing the weapon and could miss my target. Guess I didn't need the roll I just remove a round from the clip. The 50/50 of the subdue roll is the hit and miss then and not necessarily the distribution of the efeectiveness of the strike.
I am assuming it would take another attackturn to place the unconscious victim into stun cuffs keeping him subdued.
Even with combat simplified some of the logistics of skills are a little confusing.
So if it is just a subdue roll markman skill does not come into the equation.
The way I have presented the data the turn should be preformed as an attack not a subdue attempt. The subdue roll was presented IF it followed the attack roll.
Last Edit: Sept 11, 2011 22:00:56 GMT -5 by Bernard
What...? No, no. It is actually quite simple. Most of this I explain in the tutorial with Kenny. You don't attack Kenny, you just subdue roll him. Subduing a target takes your attack turn using a simple D100 dice roll (50/50 chance to succeed). If you are using stun cuffs then it raises that chance by equipping them to give you a 55% chance for success. As stated in the battle rules, using an item takes your attacking turn. So if we role played it out the stun cuffs would be the subdue attack by you placing them on the target and holding them down all within a single post. The cuffs are nothing but a +5 buff item.
In your case the "Sneak attack" will be used instead of the "subdue" skill. So at max level you will get a +10 bonus to subdue but only if you are unseen. Using the stealth attack and stun cuffs will give a +15 bonus and will make the target unable to attack for the rest of the fight (because they are cuffed).
stealth: Use this to move around unseen by other people who are near by. A observation check must be made to spot you out. In combat if you use stealth the other player will not be able to attack you, however if you attack them it will cancel out the skill.
The NPC made a successful observation check which cancels your stealth (only for that one NPC. You are still hidden to the others). So you can't use Sneak attack while it is looking at you, the skill is now useless.
Well, I am rewriting the tutorial anyways so I guess I'll make the part with Kenny a bit more clear and add more detail to how the skills should work...
Last Edit: Sept 12, 2011 1:53:35 GMT -5 by FG Admin
If you have any questions you can Email me at: fgheroes@yahoo.com
Sorry , my fault, that was the part of the tutorial I kind od glazed over if you remember. It makes sense now.
I should be getting my computer back from the doctor today. I will get my rear in gear and get Bernard's post at the crossing completed so we can begin to tie up the scenario and move forward.
If you want you could go back and read over Dennis's tutorial in the "past post place" to read anything you may have missed. The part with Kenny starts at around the very bottom post on Page one. Even though he fails his subdue roll, it gives a clear example of how it operates.
I'm thinking about doing a drastic overhaul for the tutorial so that it is no longer a private one on one session, but all new players will start together as if it were their starting years of becoming an operative (taking place several years before the real RP). I'm going to make the posts set up with dorm rooms, training halls, ETC, so that players can get used to jumping topics to travel, sleep, and interacting with people to gain information. Time will also continue to move so that they can learn more about it during the tutorial phase. I just have to get the format set up inside my head so that I know how to put it all together.
And good to hear that you're getting your computer back. If you do post I may not post today because I'm not only brainstorming a lot of the changes that needs to be made, but I also need to catch up on a bit of work.
If you have any questions you can Email me at: fgheroes@yahoo.com
Well, it took a bit by I finally got my computer back without issues. I should be poking my head in more frequently once again. If you haven't noticed I have posted with Bernard at the Crossing so things can finally move along.
A couple thoughts on skills and abilities. First intimidation character trait should allow intimidation rolls by default without bonuses. The +5 somebody who actually possesses the intimidation skill.
I see double shot and multiple bursts working a little differently. instead of allowing multiple d30 rolls and dodges simply roll once adding a multiple of the weapon bonus by the number of shots fired. (example short burst HAA would be d30+ (4x8) The additional +24 points represent the added lead flying about.
I also think subdue should do some damage although mininal representing the physical effects of the strike.
EDIT: I'm reading the changes you've made to skills right now.
Last Edit: Sept 14, 2011 13:06:57 GMT -5 by Bernard
I saw and read your post on the bridge. I'll wrap things up later in the day. You did something that I wasn't expecting and it threw me off a bit. I'll have to change gears to adjust. I also read the judge ruling for the GS tournament, it appears almost everyone else agreed with us about Ayanna. I'm planning on using my character Kynn Lightcaster for the next tournament, so now would be a good time to revise him and fix any errors he has so that he doesn't turn into a "super mage that can't die". Anyways, I'll be checking in from time to time to read your new fight. Good luck in your next battle!
Now for this RP. Intimidation is a specialty "charisma check" move. If this was D&D or something it would be a skill that helps to persuade someone, just in a more violent way. This is where creative story telling comes into play. If you are a creative writer you will be able to have the same effect just by using your words, and the skill would be of little use. To be honest the action of destroying the motorcycle was intimidating in itself. I was going to have Garrett play along after seeing that even if you didn't do the roll. intimidation and persuade is mostly for players that can't write intimidating or persuasive dialogue and need a bit of help to make their actions and speech more believable.
Also, you are not allowed to use skills that are not in your skill list, that is what makes them special and unique. So as I said, you will just have to use creative writing to make up for the skills you don't have.
If you have any questions you can Email me at: fgheroes@yahoo.com