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BASH - Basic Action Super Heroes :: View topic - BASH!-UP BEATDOWN: Cap vs. Spidey!

 
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BASH!-UP BEATDOWN: Cap vs. Spidey!
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Saker
Paragon
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Joined: Jul 05, 2010
Posts: 743
Location: Montreal

PostPosted: Fri Aug 12, 2011 9:30 am    Post subject: Reply with quote

WaylanderPK wrote:
I'd run it like Immobilise, you have it make it by 10 do anything else.
But there's no rule to back me up on that - it just seems right to me.

I'm happy with whatever you decide between you.

I'm with Soaker on the Ammo thing, it seems harsh but I can live with it.


Exactly, we run it like Immobilise too with the plus 10 gets their full panel.

I agree the Ammo thing is harsh. If I was the player, I certainly wouldn't want it. But it all depends on the flavor. Personally, I would have built the Spidey web-shooters with the Finite limitation.

BTW, my username is not short for Super Soaker. Razz It's Saker who was a RNV (real nasty villain) from the Bill Willingham comic book series called Elementals.

cheers
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WaylanderPK
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PostPosted: Fri Aug 12, 2011 9:49 am    Post subject: Reply with quote

Just call me wahlander and we'll call it even Wink
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bigsteveuk
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PostPosted: Fri Aug 12, 2011 9:50 am    Post subject: Reply with quote

I think I have to disagree

Daze 2 ptsThe opponent is dazed loses action till make 20 roll, but any attacks on them breaks the daze.

Confusion 1/2pts
Current rulesThe opponent is at -2/-4 until 20 check or 3 rounds.
So the opponent can act but at and minus and can try to remove the minus each round.

House rule The opponent is unable to act till they remove confusion.
So they lose action each round till 20 check is made, they are at -2/-4 (lowering defense etc) and don’t come out of it if being attacked.

To me that is a very powerful ability for the cost.
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WaylanderPK
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PostPosted: Fri Aug 12, 2011 10:04 am    Post subject: Reply with quote

I'm not sure the house rule is that can't act till they remove confusion, only that trying to remove would burn your panel unless you succeeded by 10.

I think a fairer comparison than Daze is Immobilise
For 2 points you can completely prevent the target from moving or attacking (what about defending?) until they make a 20 Brawn Check.

As I said, there's no rule to back it up, I think your interpretation is probably more in line with the RAW. So I'm happy to go with it Smile
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Saker
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PostPosted: Fri Aug 12, 2011 10:04 am    Post subject: Reply with quote

I think you misunderstand us. Confusion doesn't cause you lose your action like Daze. You can act but with the -2/-4 Agility Dice Penalty, which is severe.

Our house rules are that if you want to remove the confusion, it takes your entire panel to make the 20 Mind Check. And if you hit a 30 Mind check, you can shrug it off and still keep your panel.

cheers
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bigsteveuk
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PostPosted: Fri Aug 12, 2011 10:19 am    Post subject: Reply with quote

I like the clarification, I will put that in the forum to see what others think.

So order battle

1. Spider man confusion - Capt Failed
2. Capt threw shield as a distraction - roll made - Spiderman to defend
3. Spidermans defense and action (so at the moment capt is still blinded a bit and at -4 dice penalty)
4. Capt will burn action removing penalty

So spiderman can change his last action as he wishes, I hope this make sense.

Capt will then respond the spidermans action and try to remove confusion.

I think immobilize is way to powerful for the cost.
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WaylanderPK
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PostPosted: Fri Aug 12, 2011 5:02 pm    Post subject: Reply with quote

Spidey tries to the avoid the ricocheting shield
{2 chances as he's specialised}
Dice Roll - Acrobatics:
Original Roll String: 3,0,0   =   Mult: 3,   Dice Mod: 0,   Result Mod: 0   
Dice Roll:    Doubles!    6 + 6 + 1 = 13 + 0 = 13
Final Result: ( 3 * 13 ) + 0 = 39

Dice Roll - Acrobatics:
Original Roll String: 3,0,0   =   Mult: 3,   Dice Mod: 0,   Result Mod: 0   
Dice Roll: 1 + 2 = 3 + 0 = 3
Final Result: ( 3 * 3 ) + 0 = 9


if he fails he soaks.
Dice Roll - Soak:
Original Roll String: 3,0,0   =   Mult: 3,   Dice Mod: 0,   Result Mod: 0   
Dice Roll: 4 + 3 = 7 + 0 = 7    Fixed
Final Result: ( 3 * 7 ) + 0 = 21

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WaylanderPK
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PostPosted: Fri Aug 12, 2011 5:09 pm    Post subject: Reply with quote

Spidey uses his superhuman agility to leap to safety.
Quote:

Spiderman waits until Cap gets his eyes clear and lets him have it again..
"I can keep this up all day Blueboy"
"Assuming I dont run out of web fluid that is Smile" he thinks to himself
Dice Roll - Confusion:
Original Roll String: 2,0,0   =   Mult: 2,   Dice Mod: 0,   Result Mod: 0   
Dice Roll: 2 + 5 = 7 + 0 = 7    Fixed
Final Result: ( 2 * 7 ) + 0 = 14

{1 ammo left in the web cartridge}

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bigsteveuk
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PostPosted: Sat Aug 13, 2011 4:13 am    Post subject: Reply with quote

Your panel now.
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WaylanderPK
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PostPosted: Sun Aug 14, 2011 8:56 am    Post subject: Reply with quote

OK.
Spiderman sees his chance and attempts to catch the shield with his webbing
{disarm with TK}
Dice Roll - Web Catch:
Original Roll String: 2,0,0   =   Mult: 2,   Dice Mod: 0,   Result Mod: 0   
Dice Roll: 1 + 6 = 7 + 0 = 7
Final Result: ( 2 * 7 ) + 0 = 14

{1 ammo left}
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bigsteveuk
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PostPosted: Sun Aug 14, 2011 3:41 pm    Post subject: Reply with quote

I am not sure how to handle this, is it my normal *5 defense, my *2 as I don't have my shield, or as the attack is on the shield is it the *3 it provides?

Dice Roll:
Original Roll String: 2,-4,0   =   Mult: 2,   Dice Mod: -4,   Result Mod: 0   
Dice Roll: 2 + 5 = 7 + -4 = 3
Final Result: ( 2 * 3 ) + 0 = 6
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Saker
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PostPosted: Sun Aug 14, 2011 4:55 pm    Post subject: Reply with quote

If Cap throws his shield, it automatically returns to him as a special effect. So you would use x5 for Defense. The TK would have to hit by 10 to make the called shot.

However, isn't Cap blind by the Confusion? So his Agility is -4? I'm confused... pun intended.

BTW Spidey with your double acro roll, you would roll one, then decide if you want to keep it. Your first roll was 39, so you would take 2/3 damage. With your soak, it was enough to take zero damage.

Spidey, you should also keep the status of 87 Hits in every post, so we don't lose track.

cheers
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WaylanderPK
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PostPosted: Sun Aug 14, 2011 5:17 pm    Post subject: Reply with quote

Saker wrote:
If Cap throws his shield, it automatically returns to him as a special effect. So you would use x5 for Defense. The TK would have to hit by 10 to make the called shot.

However, isn't Cap blind by the Confusion? So his Agility is -4? I'm confused... pun intended.


Sure so Capt rolls (2d6-4)X5 for defense . The Confusion at least gives Spidey a chance - I think if I was building spidey, I'd had bought him stretching instead of TK - that way he could use his Agility instead of Mind to make these attacks.

Saker wrote:

BTW Spidey with your double acro roll, you would roll one, then decide if you want to keep it. Your first roll was 39, so you would take 2/3 damage. With your soak, it was enough to take zero damage.

Spidey, you should also keep the status of 87 Hits in every post, so we don't lose track.

cheers


Sure, I rolled twice to speed it up - technically I suppose I should see what I roll, then decide if I roll again. I could have rolled 25 (for example) and been left with a decision. To speed things up, I'd be happy to specify a number I'd b happy with on the 1st roll, eg. I could say if i roll 30 for acrobatics I''l keep the roll or take what ever I roll second.

Good point, I must have clipped by the shield with 39.

I'll pop the hits left in the posts. Good idea Smile
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bigsteveuk
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PostPosted: Sun Aug 14, 2011 6:25 pm    Post subject: Reply with quote

Dice Roll:
Original Roll String: 5,-4,0   =   Mult: 5,   Dice Mod: -4,   Result Mod: 0   
Dice Roll: 2 + 6 = 8 + -4 = 4    Fixed
Final Result: ( 5 * 4 ) + 0 = 20


Spiderman danced round the room like a cat on a hot tin roof as capts shield ricocheted round the room like some crazy pin ball.

Meanwhile capt managed to tear away the sticky gauze.


Made this roll in previous post so action used and capt is now unconfused and not very happy.
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bigsteveuk
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PostPosted: Wed Aug 17, 2011 10:34 am    Post subject: Reply with quote

I burned action to remove confusion.

Ball back in your court.
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