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Ok, hypothetical scenario. I possess an item that allows me to breathe in any environment for 5 minutes (including inside a blob, I'm assuming). Let's say I launch myself into the blob and grab the code books. Would I be able to extricate myself, or have someone else pull me out, in time for me not to die?
This thing is sticky, and I don't like it. I don't appreciate it. |
Or we could just chop that shit into very small pieces to retrieve them.
Well, you guys could. Stonum's not quite up to any chopping right now, apparently. ![]() I am a dolphin, do you want me on your body? ![]() Juggle dammit |
Most amazing jew boots |
Sorry Nutty, figured the flashlight retargeting was implicit. Good try on that jump, though.
What kind of toxic man-thing is happening now? ![]() ![]() |
Nutty, just a note for future reference: I'm not sure this is what you intended, but generally not a good idea to take control of the entire party and make them do an action during an RPG. The other players may have had other ideas for their actions in mind, and it's difficult to do that when someone else has pre-empted them.
When I threw your character, I specified that it happens only if you did not oppose it; if you did, we probably would have had some kind of contest to see if I overwhelm you and throw you, or if you resisted. It's no big deal, really ![]() FELIPE NO ![]() |
I wasn't moving you, just suggesting a course of action (i.e., I handed you the codes, then suggested you try them out). At that point you're free to do whatever you want, including setting them on fire, or throwing them back at me and telling me to do it myself.
Just like asking Diss to bring his flashlight over; I didn't assume he was going to just do it (although he thought I did). What, you don't want my bikini-clad body? |
Oops, that's fine then. I must have misinterpreted your post.
Jam it back in, in the dark. ![]() |
I love our mish-mash of colours and font styles for actions and speech that have no consistency from character to character. It's awesome.
How ya doing, buddy? ![]() ![]() |
This thing is sticky, and I don't like it. I don't appreciate it. |
Honestly though for my part it isn't really a problem, Stonum being a dwarf makes him hard-headed by nature anyway. I am a dolphin, do you want me on your body? ![]() Juggle dammit |
Pang, I just noticed there's no diplomacy skill in this game. Is interaction the equivalent?
I was speaking idiomatically. ![]() Juggle dammit |
What kind of toxic man-thing is happening now? ![]() |
Well that didn't exactly go as planned.
FELIPE NO ![]() ![]() |
Ok, no idea how combat works. My weapon has a range of 5 (not sure if I'm close enough), and it says Accuracy +2, 1D10 + Constitution (I think that's +3 in my case).
What, you don't want my bikini-clad body? |
Ok, so, combat! I've used a bit of shorthand on the weapon and attack descriptions on your sheets, so I'll just go over that real quick.
Ok, well, first you need to roll d20 for your attack roll. The damage dice only apply if you hit. Usually. Mostly. Let's use Doc's throwing flasks as an example. On the attack line you'll see something like Strength + your level + accuracy vs AC. So, to figure out if your attack hit: Roll a d20. Say you roll a 10. Then, add your strength modifier to that. In Doc's case that's a 4 (14). Then add your level. In everyone's case right now that's 1 (15). Then add the weapon accuracy (not all attacks use your weapon, so not all attacks will have an accuracy bonus). The flasks accuracy is 2, so Doc's total attack roll with bonuses adds up to 17. Once you have your total attack roll figured, compare it to the relevant enemy defense. The flasks attack enemy armor class (AC). The porkers, for example, have an AC of either 16 or 17, so Doc would definitely hit them with a 17. Don't roll damage unless you hit! Some attacks have an Effect line. The Effect happens regardless of whether you hit or miss. ALPHA/OMEGA If your alpha mutation has a combat-relevant power, it's always once-per-encounter. Whether you use it or not, you'll change your mutation at the end of the fight so there's no use saving a good attack for a rainy day. Further, if you roll a 1 on a d20 during an encounter (a natural 1, before any modifiers), you immediately undergo Alpha Flux and replace your mutation right then and there. If you already used your mutation power during that encounter you can use the new mutation power too (if it's combat-relevant). In a face-to-face game I'd just hand you a new mutation card easy-peasy. In a play-by-post setting it's obviously not practical to forestall your turn while I edit your sheet. So for the sake of the game I'm going to houserule that flux happens at the end of your turn instead of immediately, and that way you can go ahead and use the mutation you're about to lose if you'd like. I believe Overcharge is usually pretty self-explanatory on the mutations that have an Overcharge, but long story short it's basically a chance to gamble on getting a bonus to the power with the risk that it will backfire. Generally the odds are slightly in your favor. Your origins give your bonuses to certain types of mutation overcharge, so check for a bonus before you attempt an overcharge. Omega Tech: If your Omega Tech has an active power, it's a once-per-encounter deal. Also, Omega Tech is often old and unstable, so there's a chance you might burn it out. Depending on your origin you might be better at handling certain kinds of tech. I'll do the burnout rolls at the end of every encounter if they're needed. Some kinds of tech are salvageable depending on your level: you might be able to keep them working, albeit at a lower efficiency. Obviously you'll also occasionally find new Omega Tech, but it's going to be fairly rare compared to mundane things like old coffeemakers and wiffleball bats. Unlike your mutations, Omega Tech might be worth saving until needed. Skittles has already put on his Enviromask, so that will keep working at least until the end of the porker encounter if you see a way to apply it. Jam it back in, in the dark. |
I'm assuming Ed is the upper-right of the two warhogs; is that correct?
There's nowhere I can't reach. ![]() ![]() |
How ya doing, buddy? ![]() |
These dice can seriously fuck right off.
I am a dolphin, do you want me on your body? ![]() ![]() |
How does second wind work? Is it automatic? If not, does it take my turn to use it, or can I use it and also try to attack?
I was speaking idiomatically. |
Oh. It's a minor action. Should have mentioned that. So yeah you can use it and attack in the same turn.
What kind of toxic man-thing is happening now? ![]() |
So how much can I actually do in one turn? Can I use second wind, move close enough to use a melee attack, and do the attack?
FELIPE NO |
Make a standard action, a move action, and a minor action or Make a standard action and two minor actions or Make two move actions and a minor action or Make a move action and two minor actions or Make three minor actions
Jam it back in, in the dark. ![]() |
These dice suck hardcore.
There's nowhere I can't reach. |
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