Author Topic: Prison Break, part II  (Read 39228 times)

Collan

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Re: Prison Break, part II
« Reply #195 on: March 25, 2014, 12:13:56 PM »
I'm ahead of you. I've got two shots at guard 5. A third would put me at 4D

Niil Spaar

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Re: Prison Break, part II
« Reply #196 on: March 25, 2014, 12:17:40 PM »
So here's the question:

Niil has a heavy blaster skill of 7D+2.

He's double wounded, so that should be -2D

He's getting a bonus of +2D to all DEX-based skills, so that should cancel out the wound penalty

Now, if I burned a Force Point, would my "to hit" rolls be as follows:

1 shot:  7D+2 (x2 with Force Point)
2 shots:  6D+2 (x2 with Force point)
etc. etc.
« Last Edit: March 25, 2014, 12:20:25 PM by Niil Spaar »
"There is a Force common to all life-forms, a dynamic beauty in which an ultimate symmetry of context reveals itself to . . . oh, frak, the holorecorder battery is running out!  Jex, see if there's another battery in-"  - Niil Spaar, Philosophising on a Saturday Night:  The Karvis Jedi Academy

Trax

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Re: Prison Break, part II
« Reply #197 on: March 25, 2014, 12:36:45 PM »
Not exactly.

With a FP, you double the D and then subtract multi action penalties.

So without an FP, 1 shot would be 7D+2, 2 would be 6D+2, etc, but with an FP, 1 shot would be 14D+4, 2 shots would be 13D+4 etc.

Niil Spaar

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Re: Prison Break, part II
« Reply #198 on: March 25, 2014, 12:47:30 PM »
Oh . . .

Holy doodles, that's good . . .

Okay, IC post coming in a bit.
"There is a Force common to all life-forms, a dynamic beauty in which an ultimate symmetry of context reveals itself to . . . oh, frak, the holorecorder battery is running out!  Jex, see if there's another battery in-"  - Niil Spaar, Philosophising on a Saturday Night:  The Karvis Jedi Academy

GM Craig

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Re: Prison Break, part II
« Reply #199 on: March 25, 2014, 12:52:11 PM »
FP's are applied before wounds, MAP's, etc.

Correcting a little:

With a Force point, Niil would have 15D+1 (2x [7d+2] = 14D+4 = 15D+1) to play with on Blaster.

-2D wound, +2d bonus from old lady, -1D for an extra shot, you'd have 14D+1 on each roll if you took two shots.

Trax

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Re: Prison Break, part II
« Reply #200 on: March 25, 2014, 12:55:51 PM »
I didn't realize that even with FPs anything above +3 turns into a new die.  Even better!

Thinking of Trax's blaster rolls with FPs just makes me feel extra warm and fuzzy now :)

Collan

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Re: Prison Break, part II
« Reply #201 on: March 25, 2014, 01:00:02 PM »
Hah! Craig...I apparently owed you lots of D from SWC. I always treated the pips separately from the full Die.

GM Craig

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Re: Prison Break, part II
« Reply #202 on: March 25, 2014, 01:05:13 PM »
Hah! Craig...I apparently owed you lots of D from SWC. I always treated the pips separately from the full Die.

Bastard! ;)

Collan

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Re: Prison Break, part II
« Reply #203 on: March 25, 2014, 01:10:37 PM »
Meh...Dalinar lived though didn't he? ;) well...at leadt up to the blanket PC kill that justin did when everyone left. :)

Trax

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Re: Prison Break, part II
« Reply #204 on: March 25, 2014, 01:53:07 PM »
I'm just waiting to see what Darren does.  I'm seriously considering spending 4 cp to take 2 shots at each of the other guards as they close with the old man (Trax and I refuse to refer to him by name.  I think the bounty on Jeremy's head was upwards of 25K so he cost us a lot of credits :) ).

That would however go against my 'stick to one at a time until he drops' that I was preaching about earlier.  But if Trax at least stun's each of them that buys us another round before they can attack him.

Collan

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Re: Prison Break, part II
« Reply #205 on: March 25, 2014, 02:13:34 PM »
We've gt an extra FP right?

I'm wondering if it'd be worth to use it and take two shots at guard 5 and three shots at guard one.

The FP would put me at 10D, 12D with the extra dice, so five shots would take me down to 8D?

If i stun or take down a guard, then move onto a new target...

GM Craig

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Re: Prison Break, part II
« Reply #206 on: March 25, 2014, 02:22:46 PM »
... the old man (Trax and I refuse to refer to him by name.  I think the bounty on Jeremy's head was upwards of 25K so he cost us a lot of credits :) ).

Imagine the bounty you would earn if you turned in a Jedi to the Imperials... bounty hunters you have known have retired wealthy men on such a bounty.

Trax

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Re: Prison Break, part II
« Reply #207 on: March 25, 2014, 02:30:20 PM »
Imagine the bounty you would earn if you turned in a Jedi to the Imperials... bounty hunters you have known have retired wealthy men on such a bounty.

I never thought of that... >:D

We've gt an extra FP right?

I'm wondering if it'd be worth to use it and take two shots at guard 5 and three shots at guard one.

The FP would put me at 10D, 12D with the extra dice, so five shots would take me down to 8D?

If i stun or take down a guard, then move onto a new target...

Five shots would put you at 8D each.  Are you going to revise your IC post?

OOC:  Use the Force point and take three shots each at guards # 2, 3 and 4.  The way I understand the multiple action and Force point rule, that should give me 7D6+1 for each shot taken.

Very interesting.  That does change things a lot.  Especially if Corey goes all FP crazy as well.  Trax might get to use his to...

Collan

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Re: Prison Break, part II
« Reply #208 on: March 25, 2014, 02:51:38 PM »
I changed mine...

Niil Spaar

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Re: Prison Break, part II
« Reply #209 on: March 25, 2014, 03:18:07 PM »
One of us might want to think of holding back a FP.  Just in case the nasty Jedi gets P.O.'ed at us.
"There is a Force common to all life-forms, a dynamic beauty in which an ultimate symmetry of context reveals itself to . . . oh, frak, the holorecorder battery is running out!  Jex, see if there's another battery in-"  - Niil Spaar, Philosophising on a Saturday Night:  The Karvis Jedi Academy