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Old 07-28-2022, 12:10 PM   #781
ericthered
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Default Re: Corco's Villa (IC)

As long as Halcyone can keep enough arms free and unfrozen to cut more free... go ahead and roll your stack of rolls.
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Old 07-28-2022, 02:49 PM   #782
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by ericthered View Post
As long as Halcyone can keep enough arms free and unfrozen to cut more free... go ahead and roll your stack of rolls.
Continuing to cut away:
Quote:
67] 22-07-28 20:27:48 BST
Chip! Chip! Chip!
3d6 <= 14
1: 2 + 5 + 2 = 9 ... success
2: 1 + 1 + 1 = 3 ... success
3: 5 + 3 + 2 = 10 ... success
4: 4 + 6 + 6 = 16 ... failure
5: 4 + 4 + 2 = 10 ... success
6: 1 + 5 + 6 = 12 ... success
7: 1 + 2 + 6 = 9 ... success
8: 3 + 3 + 5 = 11 ... success
9: 2 + 5 + 4 = 11 ... success
10: 1 + 1 + 5 = 7 ... success
11: 4 + 4 + 4 = 12 ... success
12: 3 + 1 + 6 = 10 ... success
13: 3 + 2 + 3 = 8 ... success
14: 1 + 6 + 3 = 10 ... success
15: 2 + 3 + 6 = 11 ... success
16: 2 + 3 + 5 = 10 ... success
17: 4 + 2 + 6 = 12 ... success
18: 6 + 5 + 2 = 13 ... success
19: 1 + 2 + 3 = 6 ... success
20: 6 + 5 + 5 = 16 ... failure
21: 4 + 5 + 4 = 13 ... success
22: 1 + 4 + 6 = 11 ... success
23: 4 + 5 + 6 = 15 ... failure
24: 1 + 3 + 4 = 8 ... success
25: 3 + 2 + 6 = 11 ... success
26: 6 + 5 + 1 = 12 ... success
27: 2 + 6 + 3 = 11 ... success
28: 2 + 1 + 2 = 5 ... success

[468] 22-07-28 20:29:08 BST
25 Damage Rolls
3d6 -2
1: 4 + 3 + 3 - 2 = 8
2: 3 + 4 + 4 - 2 = 9
3: 5 + 2 + 4 - 2 = 9
4: 6 + 3 + 4 - 2 = 11
5: 5 + 6 + 3 - 2 = 12
6: 4 + 3 + 3 - 2 = 8
7: 6 + 5 + 5 - 2 = 14
8: 5 + 4 + 2 - 2 = 9
9: 2 + 6 + 6 - 2 = 12
10: 6 + 1 + 5 - 2 = 10
11: 2 + 6 + 5 - 2 = 11
12: 2 + 4 + 3 - 2 = 7
13: 4 + 5 + 2 - 2 = 9
14: 2 + 5 + 5 - 2 = 10
15: 4 + 1 + 6 - 2 = 9
16: 6 + 3 + 2 - 2 = 9
17: 6 + 6 + 1 - 2 = 11
18: 5 + 4 + 2 - 2 = 9
19: 1 + 4 + 5 - 2 = 8
20: 4 + 3 + 1 - 2 = 6
21: 5 + 5 + 1 - 2 = 9
22: 3 + 5 + 3 - 2 = 9
23: 2 + 6 + 4 - 2 = 10
24: 6 + 6 + 4 - 2 = 14
25: 2 + 1 + 3 - 2 = 4

sum: 237, average: 9.48
Not sure if the failures result in stabbing myself, the orcs, or nothing.

OK, lining all that information up:
Code:
Freeze	Stab #	  Result	Damage	Freeze Damage
				
5	1	 success	8	5
5	2	 success	9	11
6	3	 success	9	6
6	4	 failure	0	6
8	5	 success	11	8
8	6	 success	12	17
9A	7	 success	8	5
9A	8	 success	14	16
9B	9	 success	9	6
9B	10	 success	12	15
12	11	 success	10	7
12	12	 success	11	15
14	13	 success	7	4
14	14	 success	9	10
15	15	 success	10	7
15	16	 success	9	13
16A	17	 success	9	6
16A	18	 success	11	14
16B	19	 success	9	6
16B	20	 failure	0	6
17A	21	 success	8	5
17A	22	 success	6	8
17B	23	 failure	0	0
17B	24	 success	9	6
18A	25	 success	9	6
18A	26	 success	10	13
18B	27	 success	14	11
18B	28	 success	4	12
So in short, the attacks don't do enough damage to cut through the ice on freezes 6, 16B, 17A, & 17B (these match up with those dodge rolls from before). There's time to keep cutting between freeze 6 and 8 (as there's no freeze at 7), though there's clearly no time after 16/17.
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Old 08-01-2022, 11:48 AM   #783
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Default Re: Corco's Villa (IC)

The first missed strike hits no one. The second hits an orc, and the third yourself (how is your armor on your arms?) The orcs are wearing some mail... and surprisingly good stuff, for DR 5 against the knife.


The stabs of the orc and of Halcyone ALSO associated with rounds 16 and 17. So lets walk through this...


  • On turn 16, halcyone fails her dodge attempts against two freezes, and has her hands stuck in the ice. She has two knife hands, two frozen holding hands, and two still tying them up.
  • For her turn 17, halcyone attacks one of the freezes twice. She frees it up. She has one frozen hand.
  • On their turn 17, two more of her hands are frozen this round, for a total of three frozen hands. Only one hand is still tying, and two have knives
  • On her turn 18, she damages some of the ice on one hand (16b), and hits one of the orcs with the other. She has three hands free (and one half free)
  • On their turn 18, they freeze one more hand. Attempts to tie them up have now stopped. Her frozen hands are still keeping them pinned though.
  • On her turn 19, she chips free one hand, and hits herself in the arm with another blow. She has three free hands, and three bound, one of which is possibly injured.
  • On their turn 19, one misses freezing her hand (the one who was stabbed). The other, who has two hands frozen to him, one of which is injured, sends a surge of ice up the frozen hands, trying to lock Halcyone's entire body up. No dodge for this, because of the frozen hands. Halcyone is now in a ST 10 engulfing binding giving -4 to all DX until its gone. She has three frozen hands in addition to the main binding.
Lets play it from here.
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Old 08-01-2022, 06:19 PM   #784
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by ericthered View Post
The first missed strike hits no one. The second hits an orc, and the third yourself (how is your armor on your arms?) The orcs are wearing some mail... and surprisingly good stuff, for DR 5 against the knife.
Well the good news is it's the same everywhere. The bad news is it's 7/2 and the split is against cutting (UT174 but halved given it's layered over all the time). So let's see how bad it is:
Quote:
[474] 22-08-01 23:25:01 BST
Damage Roll for self
3d6 -2
3 + 3 + 6 - 2 = 10
So 8 damage after DR means:
-> A -4 shock penalty (even accounting for high HP)
-> A dismembered limb, as 8 is greater than 21/6*2=7
-> A major wound, given that the limb is crippled
-> I only lose four point of HP, as the minimum necessary damage to cripple is 4 (21/6=3.5)

So I guess I freed that arm then! Now, question is, was that arm holding him down (and not anymore) or was it doing rope tying? How many DP to make it a rope tying arm? Does it actually matter given that an unfrozen arm is just as good at pinning them down?

Quote:
Originally Posted by ericthered View Post
  • On her turn 19, she chips free one hand, and hits herself in the arm with another blow. She has three free hands, and three bound, one of which is possibly injured.
  • On their turn 19, one misses freezing her hand (the one who was stabbed). The other, who has two hands frozen to him, one of which is injured, sends a surge of ice up the frozen hands, trying to lock Halcyone's entire body up. No dodge for this, because of the frozen hands. Halcyone is now in a ST 10 engulfing binding giving -4 to all DX until its gone. She has three frozen hands in addition to the main binding.
Lets play it from here.
So I got:
2 arms frozen to them
2 arms holding knives
1 arm holding rope
1 arm chopped off
So:
-> On turn 20 I break free (21 vs. 10) [I was going to roll the binding's ST but it's not going to win]
Quote:
[475] 22-08-02 00:02:08 BST
My ST roll
-3d6 +21
- 3 - 1 - 1 + 21 = 16
-> On turn 21-30, I'll drop a knife and try to continue with tying them up, while I continue to chip away with the other arm.
Quote:
[476] 22-08-02 00:16:01 BST
Chip Chip Chip part 2
3d6 <= 14
1: 5 + 3 + 5 = 13 ... success
2: 6 + 2 + 3 = 11 ... success
3: 1 + 3 + 1 = 5 ... success
4: 2 + 4 + 2 = 8 ... success
5: 3 + 4 + 6 = 13 ... success
6: 6 + 3 + 3 = 12 ... success
7: 5 + 3 + 6 = 14 ... success
8: 6 + 4 + 2 = 12 ... success
9: 6 + 1 + 3 = 10 ... success
10: 2 + 3 + 3 = 8 ... success

[477] 22-08-02 00:16:35 BST
10 damage rolls
3d6 -2
1: 2 + 6 + 2 - 2 = 8
2: 3 + 4 + 1 - 2 = 6
3: 1 + 6 + 2 - 2 = 7
4: 3 + 1 + 6 - 2 = 8
5: 1 + 1 + 1 - 2 = 1
6: 1 + 2 + 5 - 2 = 6
7: 3 + 5 + 3 - 2 = 9
8: 3 + 2 + 3 - 2 = 6
9: 4 + 3 + 4 - 2 = 9
10: 2 + 3 + 6 - 2 = 9
sum: 69, average: 6.90
So what did the opposition do?
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Old 08-02-2022, 09:07 AM   #785
ericthered
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Default Re: Corco's Villa (IC)

I'm grabbing that first damage roll for use against the orc: they take 4 damage.

Quote:
Originally Posted by TGLS View Post
So what did the opposition do?

They try to freeze Halcyone once more, but see her easily break free again. They stop trying to freeze anything, and they aren't really struggling against her superior strength, but they continue to shout loudly. Halcyone is finishing the knots on the first one when she hears footsteps on the stairs.
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Old 08-02-2022, 10:49 AM   #786
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by ericthered View Post
I'm grabbing that first damage roll for use against the orc: they take 4 damage.
Sorry, I thought that's what 473 was for.

Quote:
Originally Posted by ericthered View Post
They try to freeze Halcyone once more, but see her easily break free again. They stop trying to freeze anything, and they aren't really struggling against her superior strength, but they continue to shout loudly. Halcyone is finishing the knots on the first one when she hears footsteps on the stairs.
Are they fast or are they slow? Is it one person or is it many people?
Quote:
[478] 22-08-02 16:46:02 BST
Perception
3d6 <= 16
1 + 4 + 1 = 6 ... success
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Old 08-03-2022, 09:04 AM   #787
ericthered
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Default Re: Corco's Villa (IC)

Quote:
Are they fast or are they slow? Is it one person or is it many people?
Its fast, and its at least two people, at least one of which is wearing metal boots.



Quote:
Originally Posted by TGLS View Post
Sorry, I thought that's what 473 was for.
its ok!
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Old 08-03-2022, 04:36 PM   #788
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by ericthered View Post
Its fast, and its at least two people, at least one of which is wearing metal boots.
Well this is shaping up to be a fiasco
I'll do what I should have done half a minute ago and bust the untied guard's left leg.

Quote:
[479] 22-08-03 22:24:46 BST
Grab Leg
3d6 <= 15
1 + 6 + 2 = 9 ... success
[480] 22-08-03 22:25:17 BST
Snap Leg
-3d6 +17
- 4 - 5 - 1 + 17 = 7
[481] 22-08-03 22:26:09 BST
Best of their HT/ST
-3d6 +10
- 6 - 1 - 5 + 10 = -2
So I win that wrenching contest unless they have a HT or ST of 19... Seems unlikely.
Quote:
[482] 22-08-03 22:27:18 BST
Damage to the Left Leg
4d6 -1
5 + 1 + 3 + 2 - 1 = 10
Not enough to cripple (counting the DR5) but probably enough to slow him down.

Then I'll flee, grabbing the clothes I left in the tunnel, and try to lose them.

Quote:
[483] 22-08-03 22:30:13 BST
Running
3d6 <= 12
4 + 5 + 5 = 14 ... failure
[484] 22-08-03 22:30:36 BST
DX to grab [the clothes] at speed
3d6 <= 14
2 + 2 + 1 = 5 ... success
[485] 22-08-03 22:32:08 BST
Stealth
3d6 <= 15
1 + 5 + 1 = 7 ... success
I think I might qualify for the chameleon bonus here.
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Old 08-04-2022, 08:52 AM   #789
ericthered
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by TGLS View Post
Well this is shaping up to be a fiasco
I'll do what I should have done half a minute ago and bust the untied guard's left leg.

So I win that wrenching contest unless they have a HT or ST of 19... Seems unlikely.

Not enough to cripple (counting the DR5) but probably enough to slow him down.
Halcyone wrenches the limb, then flees the scene through the tunnel doors (that USED to be locked...) She sees a lizardman on the steps in full armor as she flees.



Quote:

Then I'll flee, grabbing the clothes I left in the tunnel, and try to lose them.

I think I might qualify for the chameleon bonus here.
Halcyone flees naked, holding her clothing, into the street... which isn't that busy. She finds a hiding place. A dozen knight shamans come out of the lodge, split between orcs and lizardfolk. They are looking for her, somewhat haphazardly, and raising the general alarm... but she thinks her hiding spot is quite secure (is she utilizing any of climbing, extra-flexibility, or elastic skin?)
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Old 08-04-2022, 10:18 AM   #790
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Default Re: Corco's Villa (IC)

Quote:
Originally Posted by ericthered View Post
They are looking for her, somewhat haphazardly, and raising the general alarm... but she thinks her hiding spot is quite secure.
Well first I'll conceal the bleeding of my missing arm, get dressed, and try to pose as a vagrant or something and wait them out. [Disguise for that, Acting to pretend to be a vagrant]

Quote:
[486] 22-08-04 16:16:48 BST
Disguise
3d6 <= 16
5 + 4 + 2 = 11 ... success
[487] 22-08-04 16:17:58 BST
Acting
3d6 <= 15
2 + 3 + 1 = 6 ... success
I'll wait, I dunno, an hour. I'll wonder a little about why they have a tunnel leading out of the basement to begin with.

Last edited by TGLS; 08-04-2022 at 11:22 PM.
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