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Outlandish Tales from WWII - Character Sheets & OOC Chat
- urbwar
- Cosmic Hero
- Posts: 1086
- Joined: Fri Apr 09, 2010 11:00 pm
- Location: Gresham, OR
[bash]3,0,0 = 299268208 = Fixed[/bash]
Made it!
The description of the Rocket Troopers turning towards MM & SM was a little vague; how close together are they? I'm trying to decide what MM's first action will be, so depending on how close together they are, it will either be his Meteor Shock (if they're close together), or just Meteor Vision on a single trooper (if they're spread out too far for the Meteor Shock to work)
Made it!
The description of the Rocket Troopers turning towards MM & SM was a little vague; how close together are they? I'm trying to decide what MM's first action will be, so depending on how close together they are, it will either be his Meteor Shock (if they're close together), or just Meteor Vision on a single trooper (if they're spread out too far for the Meteor Shock to work)
- Harrigan
- Costumed Crimefighter
- Posts: 185
- Joined: Tue Aug 02, 2011 11:00 pm
- Location: Colorado
- urbwar
- Cosmic Hero
- Posts: 1086
- Joined: Fri Apr 09, 2010 11:00 pm
- Location: Gresham, OR
That's fine. It just helps to know the distance between them, so I can decide what power to use. I didn't think they'd be close together, especially given they're using rocket guns. Now that I know though, I know which power to use, which will be his Meteor VisionHarrigan wrote:Not particularly close together, but not *wide* apart. Say a fair even spread with 3 squares between each of them. (And I write this without looking at MM's sheet, so I'm not consciously trying to nuke one of his powers or influence one way or the other...)
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
Harrigan wrote: I'm ruling that:
a) They're not standing their ground -- they're flying around, and are hard to hit, so there are "Trying to get out of the way," and
b) They're not seeing it coming, so I'm applying a Situational Modifier of -4 to their defense roll -- a Major Hindrance. I see now that I was applying it incorrectly. They have a defense of 2, and using Minion rules always roll 7 for defense... so his defense should not be 10 (14-4), but rather 6 ((7-4)x2). Will adjust the post.
100% makes sense. Good ruling Mr. Narrator!!
(I say this sincerely, 'cause it's helping me *learn* as we go)
Harrigan wrote:This is all I'm looking for! So it's enough to badly hurt but not incapacitate the *. (He has 20 hits, you've just done 10, since on a Slam you apply the amount you beat the defense by as damage, ignoring Soak. Right?)
Wow. Yes. You are correct. I completely missed the "If they lose, they take the difference in damage, which bypasses their normal soak." line of the rules. That section is hard to read/understand for me.
(again, awesome with the learning! thanks!)
Oh. Okay.Harrigan wrote:We're not on the same page here. You're not going to bounce of the *, you're going to "collect" him if anything. So this is where I see you carrying on to the ground, which is why I was asked where it was you were trying to land. I need to think about this, it might we hard for you to land with precision and NOT bounce... hmmm.
No, not on the same page. I assumed they'd be enough solid "leverage" to bounce off of to gain momentum for the "real target" on the ground.
I'm also a lot sketchy on who/where things are... I know it's the haze of war, but I only know there are 3 "walkers". Not sure of the differences of them or where they are in relation.
I'm fine with Lady Paramount or Blockade or Unknown Soldier telling American Rubber WHICH one to go for...
Mostly.Harrigan wrote:It's the * base Soak roll, and you're right -- AR doesn't need to roll it since he's slamming. Others will need it, though, LP and Blockade for example.
All that make sense?
But do they need to make Soaks? I wanted to spend a Hero Die to give them the protection of my "BOING!" [Bounce] ability to be Immune to falls/slams, etc...
-kev-
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
- Harrigan
- Costumed Crimefighter
- Posts: 185
- Joined: Tue Aug 02, 2011 11:00 pm
- Location: Colorado
Not in my estimation, no.kevperrine wrote: Oh. Okay.
No, not on the same page. I assumed they'd be enough solid "leverage" to bounce off of to gain momentum for the "real target" on the ground.
Second person to mention having a sketchy understanding of where things are. That's purposeful on my part -- I don't want to use a map to plot every single move, I want to allow you players some freedom in determining where things are, what might be available in the environment, etc. As long as we all strive to keep it interesting, I think we'll be fine.I'm also a lot sketchy on who/where things are... I know it's the haze of war, but I only know there are 3 "walkers". Not sure of the differences of them or where they are in relation.
I'm fine with Lady Paramount or Blockade or Unknown Soldier telling American Rubber WHICH one to go for...
I'd describe the scene this way -- there are three areas of action, probably separated by a few hundred feet each. Center stage, where the machines are stomping around, the US defensive line, where some flying troops are harassing the American forces in a big way, and at the far end of the compound, in the Admin building where some defenders are holed up, and where a bunch of * mystery men are headed. Overhead, buzzing in the skies, are probably another 30+ flying troopers, firing their rocket-guns every way from Sunday.
Any of that help?
And you did -- they have that now, and I think I took a HP away at the top of the OCC thread. The Soak roll is about hitting the *. That is, for a bow or Thompson SMG attack, that's the Soak that needs to be beaten. Cool?Mostly.Harrigan wrote:It's the * base Soak roll, and you're right -- AR doesn't need to roll it since he's slamming. Others will need it, though, LP and Blockade for example.
All that make sense?
But do they need to make Soaks? I wanted to spend a Hero Die to give them the protection of my "BOING!" [Bounce] ability to be Immune to falls/slams, etc...
- Harrigan
- Costumed Crimefighter
- Posts: 185
- Joined: Tue Aug 02, 2011 11:00 pm
- Location: Colorado
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
A full-auto would give me a small burst, so would auto hit, but they would get to make their defence at an increased *1 multiplier to reduce the damage.BSUK, help me understand your roll(s). Were you trying to use Called Shot with auto-fire? And so the defenses of the * went to 8 from 6?
So I went for a normal called shot which meant I needed a 20 to hit their fuel tank.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
A "called shot" means you have to hit by 10. Is there defense only a 10?bigsteveuk wrote:A full-auto would give me a small burst, so would auto hit, but they would get to make their defence at an increased *1 multiplier to reduce the damage.BSUK, help me understand your roll(s). Were you trying to use Called Shot with auto-fire? And so the defenses of the * went to 8 from 6?
So I went for a normal called shot which meant I needed a 20 to hit their fuel tank.
- bigsteveuk
- Superhero
- Posts: 365
- Joined: Mon Apr 19, 2010 11:00 pm
- kevperrine
- Paragon
- Posts: 783
- Joined: Wed Jul 28, 2010 11:00 pm
- Location: Detroit, MI
BASHMAN wrote:Kevin- when you use Bounce, it means you change direction- if we're in free-fall and you bounce into a *, you'll be bouncing *up*, which I don't think is where we want to go.
Nah... *up* can totally be fine! Going up, then hitting another target, picking up momentum, then going down again is perfectly cool. hehe....
-kev-
- Harrigan
- Costumed Crimefighter
- Posts: 185
- Joined: Tue Aug 02, 2011 11:00 pm
- Location: Colorado
Woof, rough week at work. Sorry for the delay here.
bigsteveuk, I'd forgotten to adjust the defense values of the (unaware) flying * to 6 from 10 -- I'd miscalculated. (Since they don't see it coming, I'm applying a Situational Modifier of -4 to their defense roll -- a Major Hindrance. They have a defense of 2, and using Minion rules always roll 7 for defense... so defense should not be 10 (2x7=14 -4 for 10), but rather 6 (7-4=3x2 for 6).
Long story short, your called shot will need a 16 to hit rather than a 20, I think letting you score a hit with your current roll. I'm still a little unclear on why you rolled twice if you're not using the burst / area attack, though.
Major Meteor and Sky Marshall, it would help me out in writing the next post if you'd roll your attacks (if that's what you're doing). The flying Ratzis you're facing are fully engaged, so Defense is 14. If you hit, please roll for damage as well, their Soak is 5.
Post that advanced all this along coming soooon.
bigsteveuk, I'd forgotten to adjust the defense values of the (unaware) flying * to 6 from 10 -- I'd miscalculated. (Since they don't see it coming, I'm applying a Situational Modifier of -4 to their defense roll -- a Major Hindrance. They have a defense of 2, and using Minion rules always roll 7 for defense... so defense should not be 10 (2x7=14 -4 for 10), but rather 6 (7-4=3x2 for 6).
Long story short, your called shot will need a 16 to hit rather than a 20, I think letting you score a hit with your current roll. I'm still a little unclear on why you rolled twice if you're not using the burst / area attack, though.
Major Meteor and Sky Marshall, it would help me out in writing the next post if you'd roll your attacks (if that's what you're doing). The flying Ratzis you're facing are fully engaged, so Defense is 14. If you hit, please roll for damage as well, their Soak is 5.
Post that advanced all this along coming soooon.
- Harrigan
- Costumed Crimefighter
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- Joined: Tue Aug 02, 2011 11:00 pm
- Location: Colorado
- Saker
- Paragon
- Posts: 743
- Joined: Sun Jul 04, 2010 11:00 pm
- Location: Montreal
The Sky Marshall and probably the Major too have been waiting for you to ask us to roll attacks when we reach our Priority. If we take too much initiative, we can sometimes get ahead of your story line.
Before SM attacks, I need to know the distance between Sky Marshall and the Ratzi's and how far and many are the Ratzi's. I'm thinking to disarm the lot of them, and I need to know how many points to spend in range and area.
thanks
Before SM attacks, I need to know the distance between Sky Marshall and the Ratzi's and how far and many are the Ratzi's. I'm thinking to disarm the lot of them, and I need to know how many points to spend in range and area.
thanks