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Old 03-06-2023, 01:17 PM   #1061
ericthered
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by TGLS View Post
Sometimes Halcyone finds her arms have a mind of their own...

Given they probably still have regeneration, I think better of dividing the fire, and choose to concentrate on one of them.
I don't think she can reload all of those riffles at the same time.



Which one is she concentrating fire on?
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Old 03-06-2023, 02:07 PM   #1062
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by ericthered View Post
I don't think she can reload all of those riffles at the same time.
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


Quote:
Originally Posted by ericthered View Post
Which one is she concentrating fire on?
I'll target the dragon (not V) arbitrarily.

Last edited by TGLS; 03-08-2023 at 05:29 PM.
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Old 03-07-2023, 10:14 PM   #1063
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Default Re: Corco's Villa (IC)

Vassarious aims for two seconds until the shark like demon comes into range.

Round 3 @ 58 yard range

1st Limb - Aimed attack - Effective skill 12 - Rolled 10 - Burst of three hits
2nd Limb - Effective skill 10 - Rolled 15 - Miss
3rd Limb - Effective skill 10 - Rolled 8 - Burst of three hits
4th Limb - Effective skill 10 - Rolled 10 - One hit
5th Limb - Effective skill 10 - Rolled 11 - Miss
6th Limb - Effective skill 10 - Rolled 11 - Miss

Round 4 @ 55 yard range

1st Limb - Effective skill 10 - Rolled 10 - One hit
2nd Limb - Effective skill 10 - Rolled 10 - One hit
3rd Limb - Effective skill 10 - Rolled 10 - One hit
4th Limb - Effective skill 10 - Rolled 14 - Miss
5th Limb - Effective skill 10 - Rolled 8 - Burst of three hits
6th Limb - Effective skill 10 - Rolled 8 - Burst of three hits

Round 5 @ 52 yard range

1st Limb - Effective skill 10 - Rolled 8 - Burst of three hits
2nd Limb - Effective skill 10 - Rolled 10 - One hit
3rd Limb - Effective skill 10 - Rolled 11 - Miss
4th Limb - Effective skill 10 - Rolled 11 - Miss
5th Limb - Effective skill 10 - Rolled 11 - Miss
6th Limb - Effective skill 10 - Rolled 13 - Miss

Round 6 @ 49 yard range

1st Limb - Effective skill 11 - Rolled 10 - Burst of two hits
2nd Limb - Effective skill 11 - Rolled 12 - Miss
3rd Limb - Effective skill 11 - Rolled 12 - Miss
4th Limb - Effective skill 11 - Rolled 13 - Miss
5th Limb - Effective skill 11 - Rolled 12 - Miss
6th Limb - Effective skill 11 - Rolled 12 - Miss

Round 7 @ 46 yard range

1st Limb - Effective skill 11 - Rolled 10 - Burst of two hits
2nd Limb - Effective skill 11 - Rolled 11 - One hit
3rd Limb - Effective skill 11 - Rolled 8 - Burst of three hits
4th Limb - Effective skill 11 - Rolled 13 - Miss
5th Limb - Effective skill 11 - Rolled 10 - Two hits
6th Limb - Effective skill 11 - Rolled 10 - Two hits

Round 8 @ 43 yard range

1st Limb - Effective skill 11 - Rolled 10 - Burst of two hits
2nd Limb - Effective skill 11 - Rolled 7 - Burst of three hits
3rd Limb - Effective skill 11 - Rolled 12 - Miss
4th Limb - Effective skill 11 - Rolled 11 - One hit
5th Limb - Effective skill 11 - Rolled 11 - One hit
6th Limb - Effective skill 11 - Rolled 8 - Burst of three hits


Round 9 @ 40 yard range

1st Limb - Effective skill 11 - Rolled 11 - One hit
2nd Limb - Effective skill 11 - Rolled 10 - Burst of two hits
3rd Limb - Effective skill 11 - Rolled 13 - Miss
4th Limb - Effective skill 11 - Rolled 9 - Burst of three hits
5th Limb - Effective skill 11 - Rolled 7 - Burst of three hits
6th Limb - Effective skill 11 - Rolled 10 - Burst of two hits


Round 10 @ 37 yard range

1st Limb - Effective skill 11 - Rolled 16 - Miss
2nd Limb - Effective skill 11 - Rolled 13 - Miss
3rd Limb - Effective skill 11 - Rolled 9 - Burst of three hits
4th Limb - Effective skill 11 - Rolled 11 - One hit
5th Limb - Effective skill 11 - Rolled 14 - Miss
6th Limb - Effective skill 11 - Rolled 7 - Burst of three hits

These are all in the half damage range, reducing 6d+1 (2) impaling projectiles to half.

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

Totals:
19 - Attack roll failure
10 - Attack Roll success: Potential hit from single projectile
7 - Attack Roll success: Potential hit from a Burst of 2 potential hits
12 - Attack Roll success: Potential hit from a Burst of 3 potential hits



_

Last edited by the_matrix_walker; 03-12-2023 at 01:55 PM.
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Old 03-08-2023, 05:34 PM   #1064
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Default Re: Corco's Villa (IC)

I do some quick reloading:
Quote:
[580] 23-03-08 23:33:59 GMT
Fast-Draw (Ammo)

3d6 <= 14
6 + 3 + 3 = 12 ... success
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Old 03-10-2023, 02:36 PM   #1065
ericthered
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Default Re: Corco's Villa (IC)

Halcyone rapidly shoots with three arms. At first, the dragon-monster dodges, but as time wears on, she scores more and more hits (7 total hits).



The Dragon has DR 10... And is able to heal the shots as fast as its hit... but will this change when the riffle is not longer at the limit of its range?
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Old 03-12-2023, 11:38 PM   #1066
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by ericthered View Post
The Dragon has DR 10... And is able to heal the shots as fast as its hit... but will this change when the riffle is not longer at the limit of its range?
Quote:
[584] 23-03-13 03:57:54 GMT
IQ
3d6 <= 16
3 + 3 + 3 = 9 ... success
Given the previous damage rolls were before the halving from too far range, the answer is probably not.

I decide to continue firing anyway. Accomplishing almost nothing is better than literally nothing
Quote:
dodges in second five seconds... only counting the first six rolls, because of reloading time.
So nine attacks per five seconds, or more like 15 per eight? I dunno. I'll go with the idea that Halycone has 3 more seconds of fire.

OK, the next block of two seconds has fire above 30 meters.
Quote:
[585] 23-03-13 04:08:40 GMT
Shots on 11s-12s (Skill +2 RoF -8 50yd Range)
3d6 <= 10
1: 1 + 3 + 6 = 10 ... success (1 possible hit)
2: 1 + 2 + 1 = 4 ... success (crit! 3 hits)
3: 4 + 3 + 6 = 13 ... failure
4: 1 + 2 + 5 = 8 ... success (1 possible hit)
5: 1 + 1 + 1 = 3 ... success (crit! 3 hits)
6: 4 + 1 + 4 = 9 ... success (1 possible hit)
[586] 23-03-13 04:13:13 GMT
Damage rolls before halving, non-crit
5d6
1: 5 + 5 + 2 + 1 + 1 = 14
2: 3 + 3 + 2 + 2 + 1 = 11
3: 4 + 6 + 3 + 2 + 5 = 20
[587] 23-03-13 04:13:41 GMT
Crit Effects
3d6
1: 4 + 2 + 1 = 7 (Always a Major Wound if penetrating)
2: 1 + 1 + 1 = 3 (Triple Damage)
[588] 23-03-13 04:14:33 GMT
Damage rolls before halving, first crit
5d6
1: 3 + 6 + 4 + 5 + 1 = 19
2: 1 + 6 + 3 + 2 + 2 = 14
3: 3 + 2 + 4 + 2 + 5 = 16
[589] 23-03-13 04:15:21 GMT
Damage rolls before halving, second crit
5d6
1: 5 + 2 + 2 + 4 + 6 = 19
2: 3 + 1 + 3 + 4 + 2 = 13
3: 5 + 1 + 5 + 6 + 3 = 20
So I think the result of all this is five points of damage that get healed back immediately...

OK, the next second before reloading has fire just below 30 meters.
Quote:
[590] 23-03-13 04:19:14 GMT
Shots on 13s (Skill +2 RoF -7 30yd Range)
3d6 <= 11
1: 5 + 2 + 3 = 10 ... success (1 possible hit)
2: 2 + 3 + 4 = 9 ... success (1 possible hit)
3: 2 + 1 + 4 = 7 ... success (2 possible hits)

[591] 23-03-13 04:20:44 GMT
Damage rolls (no halving)
5d6
1: 5 + 3 + 3 + 1 + 4 = 16
2: 2 + 2 + 4 + 1 + 6 = 15
3: 5 + 4 + 1 + 1 + 2 = 13
4: 6 + 5 + 4 + 4 + 3 = 22
So then there's reloading for seconds 14-16
Quote:
[592] 23-03-13 04:22:21 GMT
Fast-Draw (Ammo)
3d6 <= 14
5 + 4 + 4 = 13 ... success
OK, the next block of two seconds has fire above 15 meters.
Quote:
[593] 23-03-13 04:27:12 GMT
Shots on 17-18s (Skill +2 RoF -6 20yd Range)
3d6 <= 12
1: 4 + 5 + 6 = 15 ... failure
2: 3 + 3 + 3 = 9 ... success (2 possible hits)
3: 6 + 6 + 3 = 15 ... failure
4: 2 + 3 + 4 = 9 ... success (2 possible hits)
5: 5 + 4 + 4 = 13 ... failure
6: 2 + 5 + 2 = 9 ... success (2 possible hits)

[594] 23-03-13 04:27:53 GMT
Damage rolls (no halving)
5d6
1: 4 + 2 + 3 + 6 + 6 = 21
2: 3 + 3 + 5 + 2 + 2 = 15
3: 6 + 6 + 1 + 6 + 2 = 21
4: 5 + 4 + 5 + 2 + 5 = 21
5: 4 + 3 + 3 + 3 + 6 = 19
6: 6 + 2 + 2 + 4 + 2 = 16
And then the next second has fire above 10 meters.
Quote:
[595] 23-03-13 04:32:24 GMT
Shots on 19s (Skill +2 RoF -5 15yd Range)

3d6 <= 13
1: 2 + 3 + 2 = 7 ... success (3 hits)
2: 3 + 1 + 3 = 7 ... success (3 hits)
3: 5 + 4 + 2 = 11 ... success (1 hit)

[596] 23-03-13 04:33:00 GMT
Damage Rolls
5d6
1: 3 + 1 + 6 + 3 + 5 = 18
2: 5 + 6 + 3 + 5 + 1 = 20
3: 4 + 1 + 1 + 5 + 3 = 14
4: 2 + 4 + 3 + 4 + 2 = 15
5: 3 + 4 + 3 + 3 + 3 = 16
6: 4 + 5 + 2 + 4 + 2 = 17
7: 4 + 4 + 4 + 3 + 6 = 21
And then the next second has fire at 10 meters.
Quote:
[597] 23-03-13 04:34:03 GMT
Shots on 20s (Skill +2 RoF -4 10yd Range)
3d6 <= 14
1: 3 + 5 + 4 = 12 ... success (1 hit)
2: 3 + 6 + 2 = 11 ... success (2 hits)
3: 1 + 2 + 4 = 7 ... success (3 hits)

[598] 23-03-13 04:34:48 GMT
Damage Rolls
5d6
1: 3 + 2 + 6 + 1 + 1 = 13
2: 5 + 6 + 5 + 6 + 5 = 27
3: 5 + 4 + 6 + 1 + 6 = 22
4: 4 + 2 + 3 + 6 + 5 = 20
5: 5 + 3 + 3 + 2 + 2 = 15
6: 6 + 1 + 1 + 2 + 3 = 13
Then there will be another second of firing before we proceed onto another reloading phase, but that's in the next 10 second block. I suppose if it blows its dodge roll too often then it could get knocked out of commission... I guess Halcyone would target something else. I should have included the Size Modifier bonus 😅
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Old 03-13-2023, 10:34 AM   #1067
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Default Re: Corco's Villa (IC)

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...

Quote:
Aquabatics (Acrobatics -4)

3d6 <= 10
5 + 4 + 1 = 10 ... success
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Old 03-14-2023, 09:52 AM   #1068
ericthered
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Default Re: Corco's Villa (IC)

The giant shark dodges the first burst of spikes (round 1 firing... really good rolls.)
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Old 03-15-2023, 10:04 AM   #1069
ericthered
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Default Re: Corco's Villa (IC)

Vassarious positions wrong, and tumbles through the water for a bit....


Will V try more "towing" or release and take the bulk penalty?


Halcyone focuses fire as the enemy comes closer and closer.

Quote:
So I think the result of all this is five points of damage that get healed back immediately...
The second critical success is actually really powerful: triple damage means the shots will get through the armor, and these are impaling bullets.
  • 19*1.5 = 28 -> 18 penetrating -> 36 injury
  • 13*1.5 = 19 -> 9 penetrating -> 18 injury
  • 20*1.5 = 30 -> 20 penetrating -> 40 injury
94 damage puts it at -2xHP

The bullets do something, at least, to the dragon demon, with a cloud of blood appearing next to it and halting its movement. It keeps thrashing though... its still alive.

For the next 8 seconds it will be at half dodge, half move, and for the next 7 seconds it has to roll vs. HT to avoid falling unconscious. (it recovers 10/HP a second regardless of form)

Which demon are the next shots fired at?
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Old 03-15-2023, 10:31 AM   #1070
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by ericthered View Post
Which demon are the next shots fired at?
I'll go with the squid monster before it gets confusing for the two of us.
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