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ericthered 10-21-2022 09:08 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2456224)
Updated the sheet; added Scuba, improved Shortsword a level. Two points remain. Sheet here too

Well, I've been assuming the YOUTopia setting is basically, "TL10, advanced biotech, no sapient robots but total cyborgs with lab grown brains are fine.", which for our purposes usually means, "TL10". Veto stuff at your whim, that's cool.

Cutlass (LT69) is sw cut, thr+1 imp, reach 1, weight 2. There's also a thr cr hilt punch. It's also ST8, so Halcyone's still under triple strength. Adding both superfine and vibro (UT163-164) adds an armor divisor of (5) and +1d+2 damage while powered, and a divisor of (2) and +2 damage while unpowered (unpowered happens to be the exact same as Halcyone's current sword). It also adds half a pound weight for the C-Cell to power it.

Or in other words:
Code:

Attack            Damage        Reach
Unpowered Swing        4d+1(2)    cut    1
Unpowered Thrust    2d+3(2)    imp    1
Powered Swing        5d+1(5)    cut    1
Powered Thrust        3d+3(5)    cut    1
Hilt Punch        2d    cr    C


ok, thank you!

ericthered 10-25-2022 10:36 AM

Re: Corco's Villa
 
TGLS, your character sheet is asking me to log into one-drive... I'd like to avoid doing that.

TGLS 10-25-2022 04:17 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2456745)
TGLS, your character sheet is asking me to log into one-drive... I'd like to avoid doing that.

OK, I refreshed the link; not sure if Microsoft shifted its mass and changed the way share links work or not. Here's also a dropbox mirror if refreshing the link didn't work.

ericthered 10-27-2022 08:31 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2456784)
OK, I refreshed the link; not sure if Microsoft shifted its mass and changed the way share links work or not. Here's also a dropbox mirror if refreshing the link didn't work.

Microsoft, Microsoft.... still failing



I can see the dropbox link. Can you put that in the post I linked to on page one of IC?

TGLS 10-27-2022 04:37 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2456988)
I can see the dropbox link. Can you put that in the post I linked to on page one of IC?

Done. I'll update Julian's links too.

the_matrix_walker 11-28-2022 05:22 PM

Re: Corco's Villa
 
Sorry for the delay in my return. Life and stuff!

ericthered 11-30-2022 11:52 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2460308)
Sorry for the delay in my return. Life and stuff!

And I'm back too now!

ericthered 12-16-2022 10:23 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2462485)
Well my assumption was the comms in question were Corco Comms; i.e. the magical ones that work at any range. Radio seems out as the compartments interfere with swarm frequencies.

Yeah, so there are three sets of comms here:
  • The magic comms that can work across dimensions. These can be used to talk to each other, and to the Villa. Their use can be sensed by some of the demons... making secret occult! roll... specific talented Demon Gate-callers can sense their use, and identify the use, but not listen in.
  • The Ships comms, for internal use. You haven't been granted use of these (nor have you asked). They can be used to talk to other people in the ship. The Shapeshifter may have access to these, but various channels probably keep that secure. Telruthians aren't good with electronics, so you only need to worry about social engineering rather than hacking. So the wrong channel may be available to the shapeshifter.
  • Your Swarm Network. It is limited to the submarine, and you can only call each other and the swarms. This is pretty secure. The worst than can happen is someone starts attacking the swarms to destroy the network.
Clear as Mud?

TGLS 12-23-2022 09:54 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2463505)

Before launching attacks, is there any other lore to lean on to make an additional verification? Or detect masking magic? Just in case some magic is fouling my sense... I'd hate to slaughter some guard who was spelled with a false aura as a decoy.

Yeah, that's why I wanted to defer

ericthered 12-23-2022 10:07 AM

Re: Corco's Villa
 
The Christmas season has begun... my posting is likely to be spotty until January. Have fun!

ericthered 01-24-2023 08:51 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2466776)
"But how long can you stay awake? Maybe you could shape shift into something sleepless."

Matrix, I think it's your go.

ericthered 02-24-2023 10:18 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2471218)
Vassarious grabs a tether and heads out into the waters taking the form of a tendrilled sea monster with broad serated tentacles somewhat inspired by their tendriloid companion...


Ok, so I'm guessing template looks something like this:
Quote:

Extra Arms 4 (Extra flexible)
Extra Arms 2 (Extra flexible, foot manipulator)
Extra Arms 2 (Extra Flexible, not extra)
Amphibious
Doesn't Breathe (gills)
Double-Jointed
+20 ST
Extra Attack
Striker (Crushing or piercing)... applies to all tentacles.
SM+1
Teeth
Pressure Support?? Maybe?

You specified "monster", so I added a level of size and +10 ST

the_matrix_walker 02-27-2023 12:06 AM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2471244)
Ok, so I'm guessing template looks something like this:
You specified "monster", so I added a level of size and +10 ST

Pressure Support isn't really needed unless the creature needs to cross into widely different zones... it can be set to be optimized for the current zone...

I was thinking it would be no legs aquatic, so all limbs would be uniform arms.

I was thinking of it having rows of serrated blades it could whip out as well and beef up the natural weapons, but I haven't had a chance to break it down, so what you've done will work.

ericthered 02-27-2023 09:00 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2471502)
Pressure Support isn't really needed unless the creature needs to cross into widely different zones... it can be set to be optimized for the current zone...

I was thinking it would be no legs aquatic, so all limbs would be uniform arms.

I was thinking of it having rows of serrated blades it could whip out as well and beef up the natural weapons, but I haven't had a chance to break it down, so what you've done will work.

Cool. Saving this template:
Quote:

Extra Arms 6 (Extra flexible)
Extra Arms 2 (Extra Flexible, not extra)
Amphibious
No Legs (Aquatic)
Doesn't Breathe (gills)
Double-Jointed
+20 ST
Extra Attack
Striker (Crushing or piercing)... applies to all tentacles.
SM+1
Teeth

the_matrix_walker 03-01-2023 07:19 AM

Re: Corco's Villa
 
Life has been crazy and I haven't been able to make the time to do this porperly... I'm not really happy with the template.

I planned a cutting natural attack and a ranged variation... and I was trying to decide between a clinging aspect to attach to the sub, or incrreased swim speed to be able to outpace it... and I'm sure I can do something more interesting with the senses for the deep.

Sorry to ask for a pause for me to fix this, but I feel like I keep going into these bits with half-assed concepts I haven't the life bandwidth to get right.

Let me try and carve some time out today and I'll post an update tonight

TGLS 03-01-2023 08:30 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2471864)
Sorry to ask for a pause for me to fix this, but I feel like I keep going into these bits with half-assed concepts I haven't the life bandwidth to get right.

Hey, no problem. There's a reason I have three of these going at once.

the_matrix_walker 03-02-2023 12:25 AM

Re: Corco's Villa
 
Ok, so we will trade the dragon template triats....
Quote:

DR 4 (Cannot Wear Armor, -40%) [12]
DR 6 (Cannot Wear Armor, -40%, not on belly -10%) [15]
Nicatating membrane 2 [2]
Discriminatory smell [15]
Extra Legs (Four Legs)[5];
Flight (Winged, -25%) [30];
Enhanced move (air) (1/2) [10]
Enhanced move (ground) (1/2) [10]
Spit Fireball Burning attack 3d (area effect 4 yard radius, +100%; 50 yard range, -10%; 5 sec recharge, -10%) [27]
Burning attack 3d (cone, 3 yards +80%; 20 yard attack, -20%; Takes recharge 5 sec -10%) AA [23/5=5]
Flame Jet 3d (jet, +0) AA [15/5=3]
Claws (talons) [8]
Striker (Tail; Crushing)[5]
Teeth (Fangs) [2]

For the sea monster traits here,

Quote:

DR 10 (Cannot Wear Armor, -40%) [30]
Doesn't Breathe (Gills) [0]
Existing Arms (Extra Flexible, +50%) [10]
Extra Arms x4 (Extra Flexible, +50%) [60]
Injury Tolerance (No Eyes, No Head, No Neck) [17]
Invertebrate [-20]
Move +10 [50]
Mute [-25]
Natural Attack, Cutting (Good Defense, +2 to Parry, +60%; Increased Damage, +2 per Die, +120%; Swing Capable, +30%; Armor Divisor (2), +50%) [26]
No Legs (Aquatic) [0]
Should work... Fighting strength, and quick enough to keep up with the sub. I didn't add a ranged option, but none of the advantage based ones are worth a damn in the water, so Vassarious can use the rifles at default until they are close enough for melee.

ericthered 03-02-2023 08:26 AM

Re: Corco's Villa
 
Just a few questions:

How does the no eyes work? is the creature blind? or does it have enough eyes that it may as well not have an eye location?

I'd prefer the move be +5 move [25] and a half level of enhanced move [10].

could you justify what about these limbs makes them really good at parrying? I'm imagining giant serrated tentacles, which seem like they would parry like swords.

The rest of it looks good.

I would object to swinging damage underwater, but the official rules are not with me (they only care about reach), so I won't. I'll just scowl at it.

the_matrix_walker 03-02-2023 09:12 AM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2472022)
Just a few questions:

How does the no eyes work? is the creature blind? or does it have enough eyes that it may as well not have an eye location?


The no eyes is meant to have them be distributed as mini-eye arrays.

I'm envisioning kind of a giant, mutant cross between a star-fish and sea urchin...

Quote:

Originally Posted by ericthered (Post 2472022)
I'd prefer the move be +5 move [25] and a half level of enhanced move [10].

Prefer or require? Because I prefer the Move, clearly it is a big tactical difference... If my basic move is not enough to keep up with the sub, Vassarious will be outpaced and will have to be tethered to the sub, left behind, or need continue to take only move maneuvers to keep up.

Without a meaningful ranged attack (Vassarious has no gun skills to be competent at the underwater rifle) or significant speed, there is little point in being outside the sub (especially given my concern that the 10 second transformation makes it quite difficult for Vassarious to get inside to defend the sub's interior).

If the change is required, how about we keep the points the same and go Move +6 and Enhanced Move 1? Otherwise I suppose the spare points can go into thickening their skin a bit.
Quote:

Originally Posted by ericthered (Post 2472022)
could you justify what about these limbs makes them really good at parrying? I'm imagining giant serrated tentacles, which seem like they would parry like swords.

A combination of serrated edge claw and spine like extrusions along the limb that can catch and grip coming off from multiple angles.

ericthered 03-03-2023 09:01 PM

Re: Corco's Villa
 
super quick flexible free-swimming enchidoderm...

Lots of little eyes works. You don't have 360 degree vision a consequence of that, so the eyes are concentrated in a direction.

Its a prefer. We can use move +10

I'm mentally trying to build art for this. Maybe I'll try some real sculpture.

I'm trying to justify all these turbulent edges and the fast underwater speed... I think it will work.

the_matrix_walker 03-04-2023 02:01 PM

Re: Corco's Villa
 
I'd like to keep the Move +10 then, to be able to keep up with the sub without a straight line full move.

Hmn, 360 Vision would make sense. I might have to drop the number of arms if I want to add it. Maybe I'll play with the template before Monday and see if I can squeeze it in.

the_matrix_walker 03-05-2023 10:34 PM

Re: Corco's Villa
 
Was playing with adding 360 vision and realized I didn't have monstery stuff on my sea monster, and that rifles at defaut are a bad idea, so I added a ranged option to the natural attack.

Here it is as a complete replacement racial package:
Spoiler:  

Bad Smell or Frightens Animals could be appropriate as well if you were not thrilled with something else or if we wanted to add in an extra attack...

I think the ranged version would be thrust, and swing would be for melee. If you don't want chitinous flechettes, in IC post aiming can be for three rifles.

ericthered 03-06-2023 09:04 AM

Re: Corco's Villa
 
I was trying to visualize this thing over the weekend:

Simple
Aggressive
Side View

I'm not 100% happy with the result, but it gives a much better feel for what this monster looks like.

360 vision is fine.

If the ranged weapon does impaling rather than cutting its fine. Normally I'd require a limited number of projectiles... but shapeshifter!

the_matrix_walker 03-06-2023 10:22 AM

Re: Corco's Villa
 
Very nice! Quite close to what I was imagining! Maybe a but of webbed muscle between the arms that can flex independently and help it with it's great speed.

Thank you for your efforts!

So if we want the chitinous flechettes to impale rather than cut, that's the more expensive attack form, so we have to change the base to impaling and add the cutting as an extra damage type... and we get:


Impaling Natural Attack
(Armor Divisor (2), +50%;
Extra Damage Type, Cutting, +20%;
Good Defense, +2 to Parry, +60%;
Increased Damage, +2 per Die, +120%;
Swing Capable, Cutting, +20%;
Ranged, +100%;
Ranged, Accurate +2, Acc 5, +10%;
Increased Range, 20X, +30%;
Rapid Fire, RoF 3, +50%;
Underwater, +20%) [47]

The template was 3 points under the dragon template, but this shifts it to four points over... How dark is it down here? Would Night Vision 5 cover the vision penalties if I reduced it (or Or Night Vision 4 and a bioluminescent perk)?

ericthered 03-06-2023 01:28 PM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2472492)
Very nice! Quite close to what I was imagining!

Really? I'm shocked. I flailed around shaping what it must look like based on the description. I'm happy its close! I'll have to build a world where this is a normal creature. Now who to send it at...


Quote:

The template was 3 points under the dragon template, but this shifts it to four points over... How dark is it down here? Would Night Vision 5 cover the vision penalties if I reduced it (or Or Night Vision 4 and a bioluminescent perk)?
The darkness is pretty black down here, at least normally (-7?). I'm assuming the emperor's vessel has turned on spotlights for the fight. A bioluminescent perk is fine: its a variant on accessory.

the_matrix_walker 03-06-2023 08:43 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2472506)
Really? I'm shocked. I flailed around shaping what it must look like based on the description. I'm happy its close! I'll have to build a world where this is a normal creature. Now who to send it at...

I saw it as a bit more disk like until it stretched out from a muscled web-like layer, but your rendering is fantastic and could be a cousin.

Quote:

Originally Posted by ericthered (Post 2472506)
The darkness is pretty black down here, at least normally (-7?). I'm assuming the emperor's vessel has turned on spotlights for the fight. A bioluminescent perk is fine: its a variant on accessory.

Come to think of it, that might do them more good than me....

Let's take Dark Vision 9 out, add Color Blindness [-10], and Bad Smell [-10] and give it Dark Vision [25] so it can be from the true deep... and maybe the real ones do have pressure support....


Or we can just give him "weak bite [-2]" to cover Dark vision 7

__________________________________________________ ____________


From the IC:
Quote:

Originally Posted by ericthered (Post 2471689)
We are in combat time, the Demons are moving towards the submarine at an effective speed of 3/yards per second, and are 67 yards away. Do you have any actions for those first 10 seconds?

Vassarious must wait two seconds until the shark-beast comes into their 1/2 damage range at 60 yards.

On the third and successive rounds Vassarious will use Dual Weapon Attack / Throwing Art attacks.

The range penalty is -9 until they get closer than 50.. does the shark shaped one have a size modifier to consider?

ericthered 03-07-2023 08:22 AM

Re: Corco's Villa
 
[QUOTE=the_matrix_walker;2472564]I saw it as a bit more disk like until it stretched out from a muscled web-like layer, but your rendering is fantastic and could be a cousin.[quote]
I figured that would slow it down in the water...

Quote:

Or we can just give him "weak bite [-2]" to cover Dark vision 7
Lets take this one.


Quote:

The range penalty is -9 until they get closer than 50.. does the shark shaped one have a size modifier to consider?
Yes. They all do. I should specify that. The shark, Squid, and Eel are SM+3. The dragon is SM+2.



[QUOTE=TGLS;2472508]Well surely if Halcyone can grab three people at once she can grab three clips at once. And if not I guess we're going to have to figure out the price of Extra Ready]
Fast-draw (ammo) should cover grabbing and loading three clips at once.

Quote:

I'll target the dragon (not V) arbitrarily.
Remember, only you can prevent friendly fire.

TGLS 03-07-2023 09:05 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2472631)
Fast-draw (ammo) should cover grabbing and loading three clips at once.

Noted. Can I spend a point on it right now?

the_matrix_walker 03-07-2023 09:40 PM

Re: Corco's Villa
 
Quote:

I figured that would slow it down in the water...
No, as movement would follow it's plane and essentially be a skirt like swimming muscle

Quote:

Lets take this one.
Except... oops. I missed Bad Grip and Horizontal when I was transferring the template, so I guess I need to add -20 in disadvantages to balance it anyway...

Quote:

Yes. They all do. I should specify that. The shark, Squid, and Eel are SM+3. The dragon is SM+2.
Ok, thanks! Now I can figure effective skill!


Quote:

Originally Posted by TGLS (Post 2472508)
Well surely if Halcyone can grab three people at once she can grab three clips at once. And if not I guess we're going to have to figure out the price of Extra Ready]

It has been speculated upon....
Quote:

Originally Posted by Kromm (Post 351374)
Note that if somebody really wanted Extra Ready in my campaign, I'd probably allow it for the same price as Extra Attack. However, it would not be the same thing . . . you'd need to take them separately.


ericthered 03-08-2023 08:28 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2472726)
Noted. Can I spend a point on it right now?

Yes. It feels like something she would have.


Quote:

Originally Posted by the_matrix_walker (Post 2472730)
No, as movement would follow it's plane and essentially be a skirt like swimming muscle

You see it moving in its plane? That changes how I see it moving by a lot...


Quote:

Except... oops. I missed Bad Grip and Horizontal when I was transferring the template, so I guess I need to add -20 in disadvantages to balance it anyway...
Please put everything in one spot. Bad grip, oh yeah. horizontal is weird on no-legs (semi-aquatic).

the_matrix_walker 03-08-2023 08:47 AM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2472777)
Yes. It feels like something she would have.



You see it moving in its plane? That changes how I see it moving by a lot...



Please put everything in one spot. Bad grip, oh yeah. horizontal is weird on no-legs (semi-aquatic).

Thos disads are from the dragon form and I replaced template parts a bit at a time and missed them. Horizontal makes no sense on an aquatic creature. Bad Grip seems inappropriate on a creature that's mostly arms... so I think I'll stick with the smell and color blindness unless you want to make changes.

disregarding ST, the Dragon template is 164 points

Quote:

Originally Posted by Sea Monster Template at 164 points
ST +20
SM+2
360 Vision [25]
Appearance (Monstrous) [-20]
Bad Smell [-10]
Color Blindness [-10]
Doesn't Breathe (Gills) [0]
DR 10 (Cannot Wear Armor, -40%) [30]
Existing Arms (Extra Flexible, +50%) [10]
Extra Arms x4 (Extra Flexible, +50%) [60]
High Pain Threshold [10]
Immunity to Disease [10]
Injury Tolerance (No Eyes, No Head, No Neck) [17]
Invertebrate [-20]
Move +10 [50]
Mute [-25]
Natural Attack, Impaling (Accurate +2, Acc 5, +10%; Armor Divisor (2), +50%; Extra Damage Type, Cutting, +20%; Good Defense, +2 to Parry, +60%; Increased Damage, +2 per Die, +120%; Increased Range, 20X, +30%; Ranged, +100%; Rapid Fire, RoF 3, +50%; Swing Capable, Cutting, +20%; Underwater, +20%(Underwater Range is ST/STx2)) [47]
Night Vision 7 [7];
No Legs (Semi-Aquatic) [0]
Social Stigma, Monster [-15]


ericthered 03-08-2023 10:00 AM

Re: Corco's Villa
 
What's the math on attacking once with each limb? I'm not seeing a bunch of extra attack in there...

the_matrix_walker 03-09-2023 04:30 PM

Re: Corco's Villa
 
You asked for the math, so I had another look, I forgot to include both the +1 relative size modifier and a -1 for their relative Move of 3 in my effective skill description for that post...

So listing out the math in more GURPSY detail:
Quote:

Basic Attack Skill: Throwing Art -14
Techniques:
  • Skill -4 for Dual Weapon Attack (Removed by Dual Weapon Attack Technique)
  • Skill -4 for the Off-Hand attacks (All arms but primary Arm - Removed by Off Hand Weapon Training Technique)
Modifiers:
  • Natural Attack Acc 3 (Masterful Training): +3
  • Target SM +3: +3
  • Speed penalty for relative speed of 3: -1
  • Range penalty for first three attacks: -9
  • Range penalty for last five attacks: -8

Effective Skill for First three Attacks 10
Effective Skill for Last five Attacks 11

ericthered 03-10-2023 02:19 PM

Re: Corco's Villa
 
Ok, And I remember that the techniques were basically free, but I don't remember what rule that's under. Is that just a function of the Bang Skill?


Remember you only get two seconds of aim once, for one arm.



Relative size modifier doesn't count, just absolute, I think, in standard gurps. So I think you're at +2.



I'm strongly considering requiring the Acc on natural weapons to be unchanged from the base of 3. I'm leaving it for this build, but I may add that to requirements going forward.



How is V staying with the sub? Is this a move and attack (Bulk -2), or do two arms need to be grasping the sub?

the_matrix_walker 03-11-2023 01:05 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2473090)
Ok, And I remember that the techniques were basically free, but I don't remember what rule that's under. Is that just a function of the Bang Skill?

Yes, it's a special treatment that Style Wildcards get. And the Ultimate Style is totally over the top.
Quote:

Remember you only get two seconds of aim once, for one arm.
For some reason I thought you kept that aim bonus as long as you didn't lose line of sight, but I'm apparently insane. I edited the post.
Quote:

Relative size modifier doesn't count, just absolute, I think, in standard gurps. So I think you're at +2.
Wait... We're both off... target SM is added to skill, and the shark is SM+3
Quote:

I'm strongly considering requiring the Acc on natural weapons to be unchanged from the base of 3. I'm leaving it for this build, but I may add that to requirements going forward.
Your prerogative of course... We can pull the extra ACC now, we are refiguring the effective skill anyway. In fact, it keeps the Effective skill the same once we correct for the SM:
Quote:

Basic Attack Skill: Throwing Art -14
Techniques:
  • Skill -4 for Dual Weapon Attack (Removed by Dual Weapon Attack Technique)
  • Skill -4 for the Off-Hand attacks (All arms but primary Arm - Removed by Off Hand Weapon Training Technique)
Modifiers:
  • Natural Attack Acc 3 (Masterful Training): +3
  • Target SM +3: +3
  • Speed penalty for relative speed of 3: -1
  • Range penalty for first three attacks: -9
  • Range penalty for last five attacks: -8

Effective Skill for First three Attacks 10
Effective Skill for Last five Attacks 11
This reduces the price of the Natural Attack by [1], so let's throw that into the bioluminescent perk and say they have a light source that can be ambient, a beacon, or turned off as needed for a little extra light if Night Vision 7 isn't cutting it. Kind of like accessory: hooded lantern, but underwater...
Quote:

How is V staying with the sub? Is this a move and attack (Bulk -2), or do two arms need to be grasping the sub?
Vassarious tethered themselves to a line and is kind of kiting, being dragged along with the sub for now. (They exited and anchored to the sub from the forwardmost point possible if that's okay.) They will hit the release on the line when the demons are close enough to close for melee.

Can I use the Ultimate techniques we discussed in the water? They requires an Acrobatics rolls (perhaps floated (ha!) to Aquabatics?), but I'm not sure what a fall would mean underwater...

ericthered 03-13-2023 09:53 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2473187)
Yes, it's a special treatment that Style Wildcards get. And the Ultimate Style is totally over the top.

For some reason I thought you kept that aim bonus as long as you didn't lose line of sight, but I'm apparently insane. I edited the post.

Wait... We're both off... target SM is added to skill, and the shark is SM+3

Ok, things are getting clearer now.


Quote:

Your prerogative of course... We can pull the extra ACC now, we are refiguring the effective skill anyway. In fact, it keeps the Effective skill the same once we correct for the SM:
Ok, lets do it.


Quote:

This reduces the price of the Natural Attack by [1], so let's throw that into the bioluminescent perk and say they have a light source that can be ambient, a beacon, or turned off as needed for a little extra light if Night Vision 7 isn't cutting it. Kind of like accessory: hooded lantern, but underwater...
I assumed you could already turn it off and on for free: your baseline is TL8, where lights kind of do that.


Quote:

Vassarious tethered themselves to a line and is kind of kiting, being dragged along with the sub for now. (They exited and anchored to the sub from the forwardmost point possible if that's okay.) They will hit the release on the line when the demons are close enough to close for melee.

Can I use the Ultimate techniques we discussed in the water? They requires an Acrobatics rolls (perhaps floated (ha!) to Aquabatics?), but I'm not sure what a fall would mean underwater...
Turbulence. Yeah, an Aquabatics roll to avoid being caught up in the turbulence. Failure means you spend the turn being dragged at an awkward angle spinning and turning, trying to stabilize yourself again.

ericthered 03-13-2023 10:02 AM

Re: Corco's Villa
 
On Halcyone reloading...



One fast draw(ammo) lets you sync your arms to all do the same reloading. It takes three seconds to reload, unless you make a second roll to reduce the time to two seconds.

ericthered 03-14-2023 09:48 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2473331)
Vassarious is pulled along by a drag line attached to the air lock as the sub moves along... they are ready to drop the line to engage in melee when the demons get closer...

Do we need a separate roll for each second?


Damage is... base 3d, +2/die for weapon master, +2/die from the weapon. ok, got it.

the_matrix_walker 03-14-2023 10:08 PM

Re: Corco's Villa
 
Every round? if you say so.

Arg, I usually have techniques to bail Vassarious out... Being underwater complicates matters. Maybe I should have just taken the -2 bulk penalty...

Aquabatics (Acrobatics -4)

3d6 <= 10
1: 1 + 4 + 5 = 10 ... success
2: 6 + 5 + 1 = 12 ... failure
3: 1 + 6 + 4 = 11 ... failure
4: 5 + 5 + 1 = 11 ... failure
5: 6 + 3 + 4 = 13 ... failure
6: 2 + 4 + 6 = 12 ... failure
7: 5 + 6 + 2 = 13 ... failure

TGLS 03-16-2023 09:15 AM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2473858)
That's second 13... they should be at 31 yards, shouldn't they? 70-3*13?


... but the squid-demon makes all three dodge rolls.

Oops! Made a slip up on the distance, though technically 31 yards is less than 30 meters :P.

Strangely the remaining distances are accurate.

ericthered 03-16-2023 10:30 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2473860)
Oops! Made a slip up on the distance, though technically 31 yards is less than 30 meters :P.

Strangely the remaining distances are accurate.

perk: gets to use meters for range penalties

TGLS 03-22-2023 09:36 AM

Re: Corco's Villa
 
Seems like there's a bit of a difference in firepower here...

the_matrix_walker 03-22-2023 11:44 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2475674)
Seems like there's a bit of a difference in firepower here...

It's the recoil that's really getting in your way... 5d at RoF 10 isn't too bad.

---

BTW -

Halcyone should probably stay close to the airlock... A drawback to being a porcupine-kracken is that if one slips around and gets inside, Vassarious will need to shapeshift before they can fit back into the sub to help, and that's a massive time sink.

Vassarious should probably release and eat the bulk penalty so they can dart around the ship and keep eyes on all the targets. We don't want the injured one coming back around out of view.

ericthered 03-27-2023 09:55 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2475674)
Seems like there's a bit of a difference in firepower here...

Quote:

Originally Posted by the_matrix_walker (Post 2475776)
It's the recoil that's really getting in your way... 5d at RoF 10 isn't too bad.


I mean, the difference in the last set of attacks was Halcyone rolling two 15's out of three rolls.



The Rcl 1 is tricky, and for some reason its the default value on ranged attacks via advantages.



All the myriad add-ons on the attack do stack up though.

TGLS 03-27-2023 11:01 AM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2477104)
I mean, the difference in the last set of attacks was Halcyone rolling two 15's out of three rolls.

I was more thinking about how Halcyone has to reload periodically and gets fewer rolls per second. Anyway, it's fine. I'm just feeling that this combat feels like it was supposed to be a bit harder than it's working out.

the_matrix_walker 03-27-2023 11:45 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2477136)
I was more thinking about how Halcyone has to reload periodically and gets fewer rolls per second. Anyway, it's fine. I'm just feeling that this combat feels like it was supposed to be a bit harder than it's working out.

Famous last words... it ain't over yet! Don't curse us!

ericthered 04-06-2023 08:53 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2479076)
OOC: Welcome back; you had me going there for a moment.

Yeah, Sorry about that, I had a big pile up in work and personal life at the same time, plus some of the Play by Post stuff was in a spot that required a bit of focus to answer.


Speaking of which, I will probably miss tomorrow.

the_matrix_walker 04-08-2023 02:14 PM

Re: Corco's Villa
 
Take all the time you want! Oh my goodness, please recharge as needed!

Thank you, thank you, thank you, for years of near-daily entertainment and collaborative storytelling!

TGLS 04-09-2023 03:30 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2479251)
Yeah, Sorry about that, I had a big pile up in work and personal life at the same time, plus some of the Play by Post stuff was in a spot that required a bit of focus to answer.

Yeah it's OK. The F5ing was kinda getting to me.

the_matrix_walker 04-13-2023 11:00 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2480282)
Dang that "Detect Evil Supernatural Creatures" ability is nice here.

Vassarious did come to Corcos from his last gig hunting demons and monsters after all...

ericthered 04-14-2023 08:06 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2479679)
Thank you, thank you, thank you, for years of near-daily entertainment and collaborative storytelling!

Your welcome. Its been fun, but its good to see it you enjoyed it too.


Quote:

Originally Posted by the_matrix_walker (Post 2480334)
Vassarious did come to Corcos from his last gig hunting demons and monsters after all...

oh, its totally a thing, I think it comes from the official angel template. Its just crazy how useful it is in this scenario.

ericthered 04-24-2023 12:15 PM

Re: Corco's Villa
 
Quote:

Is there a nuance I'm missing you are looking for us to get? Did we establish we pretty much handled this encounter and didn't need to play-by-play it some time ago now?

We've established you can defend, and you can kill them slowly at 60 yards and quickly at 30 yards. We haven't established you can clear them out, which is very much about maneuver. I think they can survive being chased around the sub.



At stake is if they are able to call in reinforcements when Silestro runs out of energy.

ericthered 04-25-2023 08:32 AM

Re: Corco's Villa
 
Quote:

I think we have to take the tandem attack off the table then... What is the sub's current speed? This is no good if Vassarious can't keep up with the sub.
Both the Sub and V are at 13 yards/sec. Slowing the sub down was suggested at one point.

TGLS 04-25-2023 12:12 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2481542)
Slowing the sub down was suggested at one point.

Yeah I thought about that last night. Even if the sub slows down I don't think they'll want to get closer and face the marines.

the_matrix_walker 04-25-2023 11:52 PM

Re: Corco's Villa
 
With difficult communication and the time it take Vassarious to change shape to re-board the sub if one slips by, I think it's better to stick to what I posted and keep halycone on the hull (or doing whatever they want seperately) so they can get back on the sub quickly if we're boarded while Vassarious makes back and forth strafes and pick them off.

the_matrix_walker 05-01-2023 01:23 PM

Re: Corco's Villa
 
I can edit the last IC post and say Vassarious takes on a form that can better communicate to discuss any plan refinements before going back out...



Quote:

ST30 means that no encumbrance requires being below 180 lbs... Halcyone is 220lbs (100 kg) , and is carrying at least 15 lbs of weaponry and I believe some nice armor as well. V's top speed will drop by 20%.
Would their buoyancy in the water help with that at all? How much overall ST would I have to trade to pick up a bit of lift ST to bring it to No Encumbrance?

Trading 4 points of Basic Move for 1 level of Enhanced Move Water would give basic move 12, top speed 24 or move 9, top speed 18 lightly encumbered.
Remove an Extra Arm and Immunity to Disease to buy off Invertebrate with 5 points left to use to customize seating and convenience's for Halcyone... One for a saddle/harness, one for a climbing line for a bit of freedom of movement.


Spoiler:  



-------------------



EDIT: Hid the last template version, Updated Post Follows:

the_matrix_walker 05-01-2023 03:30 PM

Re: Corco's Villa
 
We could give Vassarious an external payload for BL and the first 180 lbs wouldn't count towards encumbrance instead of a saddle and line perks:

Quote:

Originally Posted by the Sea Monster Steed
ST +20
SM+2
360 Vision [25]
Appearance (Monstrous) [-20]
Bad Smell [-10]
Color Blindness [-10]
Doesn't Breathe (Gills) [0]
DR 10 (Cannot Wear Armor, -40%) [30]
Existing Arms (Extra Flexible, +50%) [10]
Extra Arms x3 (Extra Flexible, +50%) [45]
Enhanced Move, Water [20]
High Pain Threshold [10]
Illumination [1]
Injury Tolerance (No Eyes, No Head, No Neck) [17]
Move +6 [30]
Mute [-25]
Natural Attack [46]
Night Vision 7 [7]
No Legs (Aquatic) [0]
Payload 10 (External, -50%) [5]
Social Stigma, Monster [-15]
Weak Bite [-2]

This version will allow the duo to travel at move 24 with acceleration 12, which should be enough for the pair to better hunt these guys down, but we will likely need to get beyond the bubble so we will need those marines on the hull to stay vigilant!

TGLS 05-01-2023 08:33 PM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2482330)
We could give Vassarious an external payload for BL and the first 180 lbs wouldn't count towards encumbrance instead of a saddle and line perks:



This version will allow the duo to travel at move 24 with acceleration 12, which should be enough for the pair to better hunt these guys down, but we will likely need to get beyond the bubble so we will need those marines on the hull to stay vigilant!

Yeah that's basically what I was planning to suggest.

ericthered 05-02-2023 08:56 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2482316)
I can edit the last IC post and say Vassarious takes on a form that can better communicate to discuss any plan refinements before going back out...

That's a good idea.

Quote:

Would their buoyancy in the water help with that at all? How much overall ST would I have to trade to pick up a bit of lift ST to bring it to No Encumbrance?
Boyancy isn't the issue here: its drag. Which I'm handwaving to be equal to weight, for now.


Quote:

Trading 4 points of Basic Move for 1 level of Enhanced Move Water would give basic move 12, top speed 24 or move 9, top speed 18 lightly encumbered.
This is the most questionable part...48 mph underwater is FAST. I'm going to allow it.



Quote:

Remove an Extra Arm and Immunity to Disease to buy off Invertebrate with 5 points left to use to customize seating and convenience's for Halcyone... One for a saddle/harness, one for a climbing line for a bit of freedom of movement.
Thanks for spelling out all the changes, it makes things much easier. Looks good.



Do you need to make some sort of roll to "construct" the creature?

the_matrix_walker 05-02-2023 09:28 AM

Re: Corco's Villa
 
He needs a Body Control -6 roll, so it took 5 tries... I'm fairly sure we said he didn't have penalties for repeated attempts...

If that's not the case we can ret-con the other rolls and I will take some extra time if that will help or burn a Wildcard point to turn the first fail into a success.

ericthered 05-03-2023 09:44 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2482411)
He needs a Body Control -6 roll, so it took 5 tries... I'm fairly sure we said he didn't have penalties for repeated attempts...

If that's not the case we can ret-con the other rolls and I will take some extra time if that will help or burn a Wildcard point to turn the first fail into a success.

I don't remember what I said along those lines. Lets roll with it for now.

ericthered 05-03-2023 10:06 AM

Re: Corco's Villa
 
Ok, an improvised form with repeated rolls that don't cost beyond the FP for a technique is fine. I was more thinking about a roll for using shapes and body plans that you haven't seen before. We've already established you have that first form, so everything here should work.

ericthered 05-10-2023 09:12 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2483204)
I don't have time to finish a template tonight, but I could drop 360 vision and take blindness, then buy sonar to hunt hard to see foes... I can reduce limbs and turn them to fins and water jet-bladders to enhance move even more...

360 vision for Sonar sounds cool, and very appropriate underwater.



For additional speed underwater I will need specific reference templates or creatures. Points will let you build something that can go 100 mph underwater fairly cheaply, but that's really hard in practice.

the_matrix_walker 05-10-2023 10:08 AM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2483236)
360 vision for Sonar sounds cool, and very appropriate underwater.



For additional speed underwater I will need specific reference templates or creatures. Points will let you build something that can go 100 mph underwater fairly cheaply, but that's really hard in practice.

I am trading grasping limbs for water jets and added fins, giving them three locomotion methods added together. You will just have to rule on what you will allow, or what traits "exist in your game world" What are the modifications they made to surpass Vassarious' speed? We can copy those too...

When you can integrate multiple locomotion advantages from different creatures, you may be able to surpass the speed of any of them.

EDIT!

For a real world high water speed example, Black Marlins have been clocked at 82mph, which would be ~move 41. That's a bit faster than sailfish, so maybe we can play catch up a bit if that's what their based on...

Did I ever meet a quickling or other creature with Altered Time Rate?

ericthered 05-11-2023 10:32 AM

Re: Corco's Villa
 
Quote:

What are the modifications they made to surpass Vassarious' speed? We can copy those too...


EDIT!

For a real world high water speed example, Black Marlins have been clocked at 82mph, which would be ~move 41. That's a bit faster than sailfish, so maybe we can play catch up a bit if that's what their based on...
They turned into sailfish/swordfish/marlins. If you can tell the difference at 50 yards away in the deep of the ocean you have skills! So they're operating at peak unmodified template speeds. I'm using move 12 with enhanced speed x3 as the base (effective move 36), and getting all the way up to records level involves sprinting. Any sailfish/swordfish/marlin form can get this speed.



Quote:

Originally Posted by the_matrix_walker (Post 2483244)
I am trading grasping limbs for water jets and added fins, giving them three locomotion methods added together. You will just have to rule on what you will allow, or what traits "exist in your game world


When you can integrate multiple locomotion advantages from different creatures, you may be able to surpass the speed of any of them.

Often what you don't have is more important than what you do. I think in this case, adding the water jets can add just a little bit of oomph: +1 to base speed.



As for the existing spiky arm creature... I'm going to say going past water move 24 requires getting rid of the spikes (so no ranged attack), and going past move 28 requires changing the arms to fins.



At any rate, the current challenge is not chasing your foe, but finding it. Do you want to change into a form with sonar? And will be the rest of the form?



Quote:

Did I ever meet a quickling or other creature with Altered Time Rate?
I'm not aware of any in monster hunters, DF, or fantasy, so I'm going to say no for now.

the_matrix_walker 05-11-2023 10:18 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2483315)
They turned into sailfish/swordfish/marlins. If you can tell the difference at 50 yards away in the deep of the ocean you have skills! So they're operating at peak unmodified template speeds. I'm using move 12 with enhanced speed x3 as the base (effective move 36), and getting all the way up to records level involves sprinting. Any sailfish/swordfish/marlin form can get this speed.

I wasn't claiming to tell the difference, just parroting back what you said they were. Google say's they're clocked as

Swordfish at 60 mph
Sailfish at 68 mph
Black Marlin at 82 mph, which is a pretty good jump

Quote:

Originally Posted by ericthered (Post 2483315)
Often what you don't have is more important than what you do. I think in this case, adding the water jets can add just a little bit of oomph: +1 to base speed.

agreed

Quote:

Originally Posted by ericthered (Post 2483315)
At any rate, the current challenge is not chasing your foe, but finding it. Do you want to change into a form with sonar? And will be the rest of the form?

In the IC
Quote:

Originally Posted by ericthered (Post 2483315)
I'm not aware of any in monster hunters, DF, or fantasy, so I'm going to say no for now.

I'm sure there are more but the "watchers at the end of time" from DF monsters 2 is an example of something I wanted to copy, but I know I couldn't come up with the points to approximate it.

the_matrix_walker 05-12-2023 07:47 AM

Re: Corco's Villa
 
Quote:

I'm using move 12 with enhanced speed x3 as the base (effective move 36), and getting all the way up to records level involves sprinting.
BTW, There is no added sprinting bonus if you have Enhanced Move, Enhanced Move replaces a sprinting bonus.

ericthered 05-12-2023 09:44 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2483394)
I wasn't claiming to tell the difference, just parroting back what you said they were. Google say's they're clocked as

Swordfish at 60 mph
Sailfish at 68 mph
Black Marlin at 82 mph, which is a pretty good jump

Yeah, I described them as sailfish!



I saw that article. I've also seen articles/posts claiming sailfish at 78mph and saying marlin stick to around 60. These are big fish stories: you take them with a grain of salt and the knowledge that measuring this stuff is really hard, exceptions get remembered forever, and people pick favorites.



This also gives us permission to use your non-standard billfish!

Quote:

I'm sure there are more but the "watchers at the end of time" from DF monsters 2 is an example of something I wanted to copy, but I know I couldn't come up with the points to approximate it.
I just did a few searches, and I think they're the only ones with it, and their pretty niche.



Quote:

Originally Posted by the_matrix_walker (Post 2483418)
BTW, There is no added sprinting bonus if you have Enhanced Move, Enhanced Move replaces a sprinting bonus.

Good catch. Interesting. I think I'm going to stay with the existing ruling though.

TGLS 05-12-2023 09:56 AM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2483430)
I just did a few searches, and I think they're the only ones with it, and their pretty niche.

Yeah, if I recall they basically exist to smack around DF characters abusing gate magic.

ericthered 05-16-2023 04:13 PM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2483546)
Sonar range is normally 2000 yards, but with Increased Range 10X, it's 20,000 yards and [51] points.

Looking back at the size limitations...

Quote:

You can assume mystical forms up to SM+3 without issue, and we said SM+4 and SM+5 are fine as long as you are copying "boring" forms (which is to say Mammoths, Sea Serpents, and so forth).


Quote:

Yes, TOTAL ST is 30, which is normal for SM 3 creatures. Morph can imitate a fairly boring creature at SM 4 and ST 50 though. I think you've seen all the rest of this before.

Glad to see you remembered that.



The Creature does need to remain "boring". That means no Immunity to metabolic hazards or Injury Tolerance (the brain exists, its just in a weird spot). total top move with enhanced move applied also needs to be 38 (36 + water jets), not 40, though that's minor.



I would like to particularly note that the armor is approved on this creature because of what it is.


Quote:

Vassarious will charge up and flying Lunge at the darkening target and try to mark it for Halcyone in the process...
It doesn't matter for taking apart the jellyfish, but I don't think flying lunge multiplies ST. Just looking at MA for the future.

the_matrix_walker 05-16-2023 09:29 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2483858)


Glad to see you remembered that.



The Creature does need to remain "boring". That means no Immunity to metabolic hazards or Injury Tolerance (the brain exists, its just in a weird spot). total top move with enhanced move applied also needs to be 38 (36 + water jets), not 40, though that's minor.



I would like to particularly note that the armor is approved on this creature because of what it is.



It doesn't matter for taking apart the jellyfish, but I don't think flying lunge multiplies ST. Just looking at MA for the future.

Okay, so let me know what can be done then, (they won't be mundane with Halcyone's seat and whatnot anyway).

Flying lunge gives +1 per die. It's flying leap that gives you a ST multiplier.

the_matrix_walker 05-20-2023 11:04 AM

Re: Corco's Villa
 
Do no be concerned if the enhanced move takes the Stealth Marlin over the declared speed limit. The max speed is limited by the narative, not the number crunch.

ericthered 05-23-2023 03:07 PM

Re: Corco's Villa
 
Sorry about the delay.

Quote:

Originally Posted by the_matrix_walker (Post 2483870)
Okay, so let me know what can be done then, (they won't be mundane with Halcyone's seat and whatnot anyway).

So for all sizes, copying traits found on existing templates and animals is fine and the preferred method. For large forms (over SM+3), they need to be based on animals/very animal like monsters. I'm going to waive simple (solid) structures for riding from this, because they help the whole party.

Quote:

Chameleon 10 (Always On, -10%; Dynamic, +40%; Extended, Normal Vision, Infravision, Sonar, +40%) [85]
This isn't approved. Everywhere in Gurps I see Chameleon on cephalopods, its at level 2. You can do level 3. I can't really see sonar working here. Infravision is fine. The demon acheived the higher invisibility by turning into an invisible jellyfish, which had huge effects on the rest of its stats.

Quote:

FP +3 [9]
I have weird feelings about this. My initial thought is its fine as long as it doesn't get used for your power.

Quote:

Accessory, Chromatophore based Passenger HUD [1] Accessory, Ejector Seat [1]
Accessory, Glowy-targeting contact paint [1]
Accessory, Gunports [1]
Payload 12 [12]

Payload, Contact paint, and gunports are fine. The Ejector seat is denied, though an ejector seat effect is assumed if you change form, and you probably need a seat. The HUD will need to be pretty simple, but glowing dots for enemy Boges and a different color for the sub are fine.

Quote:

The max speed is limited by the narative, not the number crunch
Yeah, that seems best. good thought.

ericthered 05-26-2023 10:59 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2485816)
I suppose shifting into a water elemental with Meld 2 for the ocean is out of the question....

Yeah... Meld 2 is crazy, especially in the ocean, and I don't see it on any elemental templates in DF. Meld 1 might be feasible for a water elemental, but I don't know how that would work in the ocean.

the_matrix_walker 05-26-2023 11:30 AM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2486018)
Yeah... Meld 2 is crazy, especially in the ocean, and I don't see it on any elemental templates in DF. Meld 1 might be feasible for a water elemental, but I don't know how that would work in the ocean.

I would think Meld would work pretty much like teleportation while suspended within the medium.

ericthered 05-26-2023 12:06 PM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2486024)
I would think Meld would work pretty much like teleportation while suspended within the medium.

Even with meld 1? Meld 2 does that, of course, but I'm not sure how it would work with Meld 1.

the_matrix_walker 05-26-2023 12:30 PM

Re: Corco's Villa
 
Quote:

Originally Posted by ericthered (Post 2486027)
Even with meld 1? Meld 2 does that, of course, but I'm not sure how it would work with Meld 1.

I forgot Meld 1 lets you traverse it as well, which is why I said 2, but I think Meld 1 is "this body of water" and Meld 2 would be "Any body of water"

That would be pretty cool to swirl out as a water elemental and back in next to them, but once we get to 400 yards it's faster to finish swimming there anyway than to shapeshift.

ericthered 06-07-2023 10:38 AM

Re: Corco's Villa
 
Quote:

Originally Posted by TGLS (Post 2488841)
Wow, we were really zooming there. How about we go back to where we started and head in the direction of the Submarine?

72 mph on the open seas. Yeah.

ericthered 06-09-2023 10:18 AM

Re: Corco's Villa
 
Quote:

Originally Posted by the_matrix_walker (Post 2489077)
But why don't I have the three generic ones? I don't think Vassarious has used their Destiny since post 666.

Because I don't see destiny on this character sheet?
Quote:

Originally Posted by the_matrix_walker (Post 2380139)
Enter the DRAGON!


the_matrix_walker 06-09-2023 10:22 AM

Re: Corco's Villa (OOC)
 
LOL

We've referenced and used it before, and it's on my google-sheet. I'll fix that.

But I didn't choose it, it's a campaign switch.

Quote:

Originally Posted by ericthered (Post 2376149)
Characters will be built on 300 points plus the impulse-buy version of destiny (15 points) and a "power set".



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