UE Issue #1: Introductions
Re: UE Issue #1: Introductions
Eclipse turns on his forcefield and flies up vertically, taking in the scene
From discussion with gurusql, I should have 3" of movement spare to reach the top floor, so he will use that to gain some height above the top floor to get a good view.
From discussion with gurusql, I should have 3" of movement spare to reach the top floor, so he will use that to gain some height above the top floor to get a good view.
Re: UE Issue #1: Introductions
Dos Seso
Hearing the explosion, Dos Seso turns and moves rapidly back to the door.
(Initiative: [_3d6]=(6+5+2)=13, Dos Seso will return SPD back to 5 and runs to the doorway which should end up using his full phase)
Hearing the explosion, Dos Seso turns and moves rapidly back to the door.
(Initiative: [_3d6]=(6+5+2)=13, Dos Seso will return SPD back to 5 and runs to the doorway which should end up using his full phase)
It's hard to explain puns to kleptomaniacs because they always take things literally.
Re: UE Issue #1: Introductions
So first the STUN that is the total (41) and the BODY is all the 1's count as 0, all the 6's are 2 and 2-5 are 1 -> 12 BODY
Knockback is BODY - you 2d6 roll (so 12-6 = 6 hexes). So the blue and green woman was not only 5 hexes from the end of the building. There is a short wall so there is a 50% of hitting the wall on knockback (1-3 on d6) = the result is 5 so she clears the wall and stops 1 hex off the edge, but because of her flight she does not fall down. She is able to make a Breakfall roll and keep herself oriented in a normal manner.
Re: UE Issue #1: Introductions
Looks like with a 6,5 you did beat AzirVonAlric wrote: ↑Tue Oct 19, 2021 4:04 pm Dos Seso
Hearing the explosion, Dos Seso turns and moves rapidly back to the door.
(Initiative: [_3d6]=(6+5+2)=13, Dos Seso will return SPD back to 5 and runs to the doorway which should end up using his full phase)
Re: UE Issue #1: Introductions
That will complete Segment 12 (except for some agent moves). Everyone will get a Post-Segment 12 Recovery (your REC back in STUN and END). I will be resetting the map (and include the agent moves) and then preparing for segment 3 (since there are no reserved actions I can jump straight there).
Everyone please roll your Segment 3 initiative dice
Everyone please roll your Segment 3 initiative dice
Re: UE Issue #1: Introductions
It's hard to explain puns to kleptomaniacs because they always take things literally.
Re: UE Issue #1: Introductions
VP and PM in Danger - Turn 1 Segment 3
Southern Club, New Chicago
8:09 PM Local Time – Tuesday, June 16th, 1987
The agents are basically "land locked" from getting to the VIPS. Agents 1-3 have held half actions (and are waiting for Azir and Dos Seso to move or someone to attack them) and Agents 4-6 have held full actions (same) from Segment 12. Three of the VIPs were STUNNED (and lost their Segment 12 action) The VP aide and PM were the only VIPs with actions, the aide was to scared to act and the PM was checking on the health of his aide.
I have placed some new faces on the board, not everyone can quite see everyone, but it is close.
Below is the order for Segment 3 of the combat (pending on Azir's roll):
Some Champions notes:
PB (Red/Yellow Rectangle): DEX 20, Initiative (6,2,5)
D (Dark Green Square): DEX 20, Initiative (5,2,3)
Wind Dragon: DEX 20, DEF 20, END 46, STUN 35, Initiative (2,1,6)
GS (Green Diamond): DEX 18, Initiative (6,1,3)
EF (Purple Rectangle): DEX 18, Initiative (4,2,4)
Azir: DEX 18, DEF 27, END 56, STUN 56, Initiative PENDING
Dos Seso: DEX 18, DEF 24/23, END 40, STUN 29, Mind Scan on with E, WD, and A, Initiative (1,1,5)
I need an action from Eclipse and an Initiative roll from Azir
Images of other super powered folks:
Southern Club, New Chicago
8:09 PM Local Time – Tuesday, June 16th, 1987
The agents are basically "land locked" from getting to the VIPS. Agents 1-3 have held half actions (and are waiting for Azir and Dos Seso to move or someone to attack them) and Agents 4-6 have held full actions (same) from Segment 12. Three of the VIPs were STUNNED (and lost their Segment 12 action) The VP aide and PM were the only VIPs with actions, the aide was to scared to act and the PM was checking on the health of his aide.
I have placed some new faces on the board, not everyone can quite see everyone, but it is close.
Below is the order for Segment 3 of the combat (pending on Azir's roll):
Some Champions notes:
- What if you want to go earlier? You can abort your action to perform a small defensive action (turn on a power, change your MP slot, Block, Dodge, Dive for Cover , Try to shield someone, etc.) - It will take your entire action regardless on the normal amount of time of the action.
- What if you want to go later? You can postpone. See my recent post on these rules.
PB (Red/Yellow Rectangle): DEX 20, Initiative (6,2,5)
D (Dark Green Square): DEX 20, Initiative (5,2,3)
Wind Dragon: DEX 20, DEF 20, END 46, STUN 35, Initiative (2,1,6)
GS (Green Diamond): DEX 18, Initiative (6,1,3)
EF (Purple Rectangle): DEX 18, Initiative (4,2,4)
Azir: DEX 18, DEF 27, END 56, STUN 56, Initiative PENDING
Dos Seso: DEX 18, DEF 24/23, END 40, STUN 29, Mind Scan on with E, WD, and A, Initiative (1,1,5)
I need an action from Eclipse and an Initiative roll from Azir
Images of other super powered folks:
D (Dark Green Square)
GS (Green Diamond)
EF (Purple Rectangle)
Last edited by gurusql on Fri Jun 10, 2022 9:15 pm, edited 1 time in total.
Re: UE Issue #1: Introductions
Turn 1, Segment 3 Order
Eclipse: DEX 20, DEF 21/25, END 46, STUN 29, Initiative (6,6,3) (1.5 hexes above the roof level)
PB (Red/Yellow Rectangle): DEX 20, Initiative (6,2,5)
D (Dark Green Square): DEX 20, Initiative (5,2,3)
Wind Dragon: DEX 20, DEF 20, END 46, STUN 35, Initiative (2,1,6)
GS (Green Diamond): DEX 18, Initiative (6,1,3)
Azir: DEX 18, DEF 27, END 56, STUN 56, Initiative (5,4,6)
EF (Purple Rectangle): DEX 18, Initiative (4,2,4)
Dos Seso: DEX 18, DEF 24/23, END 40, STUN 29, Mind Scan on with E, WD, and A, Initiative (1,1,5)
Please note that on the heroes side - no one took STUN and the END that was used was all RECovered with the previously mentioned Post-Seg 12 Recovery. Let the fatigue begin.
Eclipse: DEX 20, DEF 21/25, END 46, STUN 29, Initiative (6,6,3) (1.5 hexes above the roof level)
PB (Red/Yellow Rectangle): DEX 20, Initiative (6,2,5)
D (Dark Green Square): DEX 20, Initiative (5,2,3)
Wind Dragon: DEX 20, DEF 20, END 46, STUN 35, Initiative (2,1,6)
GS (Green Diamond): DEX 18, Initiative (6,1,3)
Azir: DEX 18, DEF 27, END 56, STUN 56, Initiative (5,4,6)
EF (Purple Rectangle): DEX 18, Initiative (4,2,4)
Dos Seso: DEX 18, DEF 24/23, END 40, STUN 29, Mind Scan on with E, WD, and A, Initiative (1,1,5)
Please note that on the heroes side - no one took STUN and the END that was used was all RECovered with the previously mentioned Post-Seg 12 Recovery. Let the fatigue begin.
Re: UE Issue #1: Introductions
Eclipse takes in the scene and moves closer, looking for something suitable heavy and metallic to use to attack the green square.
He will use a half-phase move to move south. If there is nothing suitably heavy and metallic for his 'physical attack' then he will do a plasma energy blast at the green square
He will use a half-phase move to move south. If there is nothing suitably heavy and metallic for his 'physical attack' then he will do a plasma energy blast at the green square
Re: UE Issue #1: Introductions
You can half move 7" due south and you will be 2" from both D (Green square) and GS (Green Diamond) (and 1.5 hexes higher than them). You can move an 8th inch to be closer if you like (please confirm the location you want to be)
While there is metal around (pool equipment, air conditioning, etc.) this would work for your S3 attack if that is what you had in mind.
Please apply your skill level (to OCV or DCV)
Select your attack (I am assuming S3)
Roll the _3d6 to hit, _10d6 for damage and _2d6 for potential knockback and post the results.
While there is metal around (pool equipment, air conditioning, etc.) this would work for your S3 attack if that is what you had in mind.
Please apply your skill level (to OCV or DCV)
Select your attack (I am assuming S3)
Roll the _3d6 to hit, _10d6 for damage and _2d6 for potential knockback and post the results.
Re: UE Issue #1: Introductions
Eclipse moves closer to the two opponents (see image below), gestures and metal objects from around the area zoom towards the mutant hovering over the pool (green square)
Attack S3:
Attack: [_3d6]=(6+6+3)=15
OCV = 7 + 1 from skill -1 from half move = 7, 11 + 7 - 15 = hits DCV of 3 or lower. high rolls are bad?
Damage: [_10d6]=(4+5+5+3+3+3+4+1+2+5)=35 STUN, 9 BODY
Knockback [_2d6]=(3+2)=5
Attack S3:
Attack: [_3d6]=(6+6+3)=15
OCV = 7 + 1 from skill -1 from half move = 7, 11 + 7 - 15 = hits DCV of 3 or lower. high rolls are bad?
Damage: [_10d6]=(4+5+5+3+3+3+4+1+2+5)=35 STUN, 9 BODY
Knockback [_2d6]=(3+2)=5
Re: UE Issue #1: Introductions
Eclipse flies (floats) over and a collection of pool chairs are collected in a ball, with Eclipse motioning them at the Green figure with the Dragonfly wings. The winged target is able to avoid the gob of metal. Eclipse used 6 END
The female in the Red and Yellow costume is postponing for interrupting actions between Wind Dragon and person to her right or someone coming around the corner.
The man with the Dragonfly wings, ignores the missed attack from Eclipse and yells to the south, with a heavy Chinese accent, "Earthquake Fist you better take the Wind Dragon." and he flies next to Azir (slightly to the northeast not between Dos Seso and Azir), lands and says "What cha' got little girl". He postpones a half action waiting for one of them to act.
"Earthquake Fist, I presume - let me introduce myself", Wind Dragon says as he focuses the wind to deliver his Punch at a range. The blow lands successfully, but it is clear that it will take a lot more than that to take out this target.
His skill level does not apply. He rolls a 9, which is a clean hit. The damage is 37 STUN and 12 BODY. He rolls a 13 for knockback which is none. (Martial Arts have to roll an extra die for knockback and not that it is relevant here, but flying characters (when they do not land) have one less die rolled). This action took 5 END.
Seeing that Wind Dragon has acted, the female in the Red and Yellow costume calmly (but swiftly) walks over to the VIPs, while she is walking it appears as if she is "blinking around" for every time it helps here move forward there is a time that it moves her back. This has the red and yellow glow (see the image for a better visual). and she tries to touch (1-VP, 2-VP Aide, 3-PM, 4-PM Aide, 5-Recorder, 6-Re-roll) - 4 the PM aide whom is still doubled over and in no position to resist. When she succeeds in touching him the red and yellow glow (almost like a tunnel) covers the just recovering aide before he disappears. Seeing this take place right in front of him, Wind Dragon lets out a sound of despair.
This finishes the 20 DEX range of Segment 3, moving to the 18 DEX range
The woman dressed in grey with the green and blue energy fields says "Zuò yuè zi" and shoots a blue-green attack at Eclipse. She rolls an 11 hitting Eclipse. Eclipse is surrounding by restricting energy field. While you can maintain your position, you will not be able attack or otherwise move until you find a way to break out of this.
This brings it to Azir's turn. I will pause in case Rex has not just left town quite yet.
The female in the Red and Yellow costume is postponing for interrupting actions between Wind Dragon and person to her right or someone coming around the corner.
The man with the Dragonfly wings, ignores the missed attack from Eclipse and yells to the south, with a heavy Chinese accent, "Earthquake Fist you better take the Wind Dragon." and he flies next to Azir (slightly to the northeast not between Dos Seso and Azir), lands and says "What cha' got little girl". He postpones a half action waiting for one of them to act.
"Earthquake Fist, I presume - let me introduce myself", Wind Dragon says as he focuses the wind to deliver his Punch at a range. The blow lands successfully, but it is clear that it will take a lot more than that to take out this target.
His skill level does not apply. He rolls a 9, which is a clean hit. The damage is 37 STUN and 12 BODY. He rolls a 13 for knockback which is none. (Martial Arts have to roll an extra die for knockback and not that it is relevant here, but flying characters (when they do not land) have one less die rolled). This action took 5 END.
Seeing that Wind Dragon has acted, the female in the Red and Yellow costume calmly (but swiftly) walks over to the VIPs, while she is walking it appears as if she is "blinking around" for every time it helps here move forward there is a time that it moves her back. This has the red and yellow glow (see the image for a better visual). and she tries to touch (1-VP, 2-VP Aide, 3-PM, 4-PM Aide, 5-Recorder, 6-Re-roll) - 4 the PM aide whom is still doubled over and in no position to resist. When she succeeds in touching him the red and yellow glow (almost like a tunnel) covers the just recovering aide before he disappears. Seeing this take place right in front of him, Wind Dragon lets out a sound of despair.
This finishes the 20 DEX range of Segment 3, moving to the 18 DEX range
The woman dressed in grey with the green and blue energy fields says "Zuò yuè zi" and shoots a blue-green attack at Eclipse. She rolls an 11 hitting Eclipse. Eclipse is surrounding by restricting energy field. While you can maintain your position, you will not be able attack or otherwise move until you find a way to break out of this.
This brings it to Azir's turn. I will pause in case Rex has not just left town quite yet.
Re: UE Issue #1: Introductions
NPCing Azir
Azir looks to Dos Seso and says "If I block out Wing Boy can you help the VIPs and let the agents out?"
Discussion takes no game time.
Azir looks to Dos Seso and says "If I block out Wing Boy can you help the VIPs and let the agents out?"
Discussion takes no game time.
Re: UE Issue #1: Introductions
Dos Seso
He quips back, "It's like you read my mind. I'm on it."
He quips back, "It's like you read my mind. I'm on it."
It's hard to explain puns to kleptomaniacs because they always take things literally.
Re: UE Issue #1: Introductions
Azir takes a step forward (e.g. next hex over) has his short exchange with Dos Seso and then attempts to punch the Winged Flyer in the gut (Skill level in Offensive). The Winged Flyer uses his held action to attempt to Block Azir's strike. Azir lands what would have been a successful strike, if not for the equally successful Martial Block. Effectively ending both combatants actions.
The aforementioned Earthquake Fist says "Nǐ néng bìmiǎn zhè zhǒng qiǎngduó ma?" to Wind Dragon as he smashed at the roof at his feet with this hands open and the fingers slightly curled in. With that roof buckles and just at the feet of Wind Dragon it tries to rise up and engulf him. He is able to avoid the being grabbed and replies back "Yes or Shì de"
That takes us to Dos Seso's action.
The aforementioned Earthquake Fist says "Nǐ néng bìmiǎn zhè zhǒng qiǎngduó ma?" to Wind Dragon as he smashed at the roof at his feet with this hands open and the fingers slightly curled in. With that roof buckles and just at the feet of Wind Dragon it tries to rise up and engulf him. He is able to avoid the being grabbed and replies back "Yes or Shì de"
That takes us to Dos Seso's action.
Re: UE Issue #1: Introductions
Dos Seso
As Azir moves towards the winged opponent, Dos Seso steadies himself. In a moment, his body is covered with a larger, transparent copy of himself. He turns to the VIPs. "Quickly, come this way!" Suddenly, his eyes flash brightly, small silvery blue lines, almost like circuitry, cross the surface and he looks directly at the woman in red and yellow.
(Turns on Projected Self then turns his Mind Attack onto the red/yellow opponent.)
OECV roll = 11+ECV-3d6 = 17-[_3d6]=(4+5+2)=11
Ego Attack: 4d6 - [_4d6]=(4+4+1+2)=11
As Azir moves towards the winged opponent, Dos Seso steadies himself. In a moment, his body is covered with a larger, transparent copy of himself. He turns to the VIPs. "Quickly, come this way!" Suddenly, his eyes flash brightly, small silvery blue lines, almost like circuitry, cross the surface and he looks directly at the woman in red and yellow.
(Turns on Projected Self then turns his Mind Attack onto the red/yellow opponent.)
OECV roll = 11+ECV-3d6 = 17-[_3d6]=(4+5+2)=11
Ego Attack: 4d6 - [_4d6]=(4+4+1+2)=11
It's hard to explain puns to kleptomaniacs because they always take things literally.
Re: UE Issue #1: Introductions
Dos Seso's Mind Attack damages PB but she is still active. (and mind attacks have no knockback)
To round out segment 3, Agents 1-3 all move from there held actions on Segment 12.
Agent 1 - moves toward the VIP group and shows that the agents are carrying Heckler & Koch MP5 Submachine guns. He performs a half move and fires a quick three shot burst at the Blue and Green Woman. The shot lands two of the bullets center mass. The first bounces harmless off her force field and the second does appear to do some concussive (STUN) damage. (No knockback)
Agents 2 & 3 were farther away and were only able to get to the VIPs this action.
Agents 4-6 are still land locked and give up their actions.
That will complete Segment 3, On Segment 4 it is the agents actions again.
Agent 1 - fires three more shots at the Blue and Green Woman just missing.
Agents 2-3 - Postpone waiting for the VIPs to be able to move
Agents 4-6 - Postpone waiting for the doorway to clear.
That takes us to Segment 5 - Initiative rolls everyone
Here are my Segment 5 initiative rolls:
PB (Red/Yellow Rectangle): DEX 20, Initiative (5,6,5)
Wind Dragon: DEX 20, DEF 20, END 41/46, STUN 35, Initiative (5,6,4)
D (Dark Green Square): DEX 20, Initiative (2,2,4) (Block vs Azir)
Azir: DEX 18, DEF 27, END 51/56, STUN 56, Initiative (6,4,5)
GS (Green Diamond): DEX 18, Initiative (4,4,6)
Earthquake Fist (Purple Red Rectangle): DEX 18, Initiative (1,1,6)
To round out segment 3, Agents 1-3 all move from there held actions on Segment 12.
Agent 1 - moves toward the VIP group and shows that the agents are carrying Heckler & Koch MP5 Submachine guns. He performs a half move and fires a quick three shot burst at the Blue and Green Woman. The shot lands two of the bullets center mass. The first bounces harmless off her force field and the second does appear to do some concussive (STUN) damage. (No knockback)
Agents 2 & 3 were farther away and were only able to get to the VIPs this action.
Agents 4-6 are still land locked and give up their actions.
That will complete Segment 3, On Segment 4 it is the agents actions again.
Agent 1 - fires three more shots at the Blue and Green Woman just missing.
Agents 2-3 - Postpone waiting for the VIPs to be able to move
Agents 4-6 - Postpone waiting for the doorway to clear.
That takes us to Segment 5 - Initiative rolls everyone
Here are my Segment 5 initiative rolls:
PB (Red/Yellow Rectangle): DEX 20, Initiative (5,6,5)
Wind Dragon: DEX 20, DEF 20, END 41/46, STUN 35, Initiative (5,6,4)
D (Dark Green Square): DEX 20, Initiative (2,2,4) (Block vs Azir)
Azir: DEX 18, DEF 27, END 51/56, STUN 56, Initiative (6,4,5)
GS (Green Diamond): DEX 18, Initiative (4,4,6)
Earthquake Fist (Purple Red Rectangle): DEX 18, Initiative (1,1,6)
Last edited by gurusql on Fri Oct 22, 2021 6:22 am, edited 2 times in total.
Re: UE Issue #1: Introductions
For the record that is a Cluster of People