Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Crystalite on Sat Oct 11, 2014 10:55 pm

Done, as well as a slight edit to my last post (I decided I didn't like the "Checkmate" there.)
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Noir's initiative

Post  ZamuelNow on Sun Oct 12, 2014 1:23 am

-Spellbook is wasted points since I allow all eight talents.
-You'll have to add your eighth after battle ends.
-You didn't get your energy from Greater Reloader.
-Do you have a normal link? Whatever that published version is, it's formatted annoying on normal computers.
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Noir's initiative

Post  GafferBot on Sun Oct 12, 2014 1:23 am

The member 'ZamuelNow' has done the following action : Dices roll

'd20' : 7
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Crystalite on Sun Oct 12, 2014 2:57 am

ZamuelNow wrote:-Spellbook is wasted points since I allow all eight talents.
-You'll have to add your eighth after battle ends.
-You didn't get your energy from Greater Reloader.
-Do you have a normal link?  Whatever that published version is, it's formatted annoying on normal computers.

1) Not a big deal; I'll fix when we finish.

2) Again, not a big deal.

3) Fixed.

4) Try this one.

Also... That is a sick, twisted opener. I love it.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Sobana on Sun Oct 12, 2014 6:46 am

Did my spell not cast or something? Because I casted it before entering battle. Was it cancelled by entering battle? Do I have to roll initiative first for it to cast? Did I break the game? What should I do?
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  sunbeam on Sun Oct 12, 2014 11:45 am

Crystalite wrote:
4) Try this one.

Permissions.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Crystalite on Sun Oct 12, 2014 12:10 pm

...Odd. It says anyone with the link should be able to view it...

Hmm. Well, for now I can copy-paste my build here.

Combat Build:
Combat Talents

[+4] Trance - Standard Utility
You suffer vulnerability 4 until the end of your next turn.

[+3] Take Aim - Standard Utility
You may reroll all 1s on your next attack.

[+1] Headshot - Standard Attack
Deal 1d6 damage to target creature. If you roll a 5 or a 6, treat the die roll as though it were twice the result.

[–1] Whirling Blades - Minor Attack
Deal 2 damage to target creature

[–2] Vengeance is Mine - Reaction Attack
Trigger - An enemy deals damage to you
Effect - Deal an equal amount of damage to the triggering enemy

[–7] Shatter Armor - Standard Attack
Deal 1d10 damage to target creature and that creature suffers that much vulnerability until the end of your next turn.

[–9] Berserker’s Rage - Minor Utility
For the rest of the battle you suffer Vulnerability 4, and once per round when you make a single-target attack, you may have that attack deal +3d6 damage.

Still short one talent.

Spv Move: Be Prepared
8: Deal 1d10 damage to target creature.

10: Target creature gains 2d12 HP.

12: Target creature gains Resist 3d8 until the end of your next turn. In addition, until the end of the encounter you and up to six allies gain access to all their combat talents, instead of just the ones they selected for this battle

Combat Traits

Dual Wielder
You may equip two weapons instead of one. In addition, once per battle you may use the following combat talent:

[-1] Offhand Strike - Minor Action [1/Battle]
You may immediately take a standard action, as long as you use it to make an attack.

Gold is Power
You gain 2000 more gold to spend on combat items. You may take this trait multiple times.

Gold is Power
You gain 2000 more gold to spend on combat items. You may take this trait multiple times.

Items

Spellbook - 500 Gold
Weapon
When you start a battle with this weapon equipped, you may bring all of your combat talents into battle (instead of choosing 5).

Dual Wielder: Overloader- 1500
Weapon
Once per battle, you may use the following combat talent.

[0] Overload - Reaction Attack [1/Battle]
Trigger - You spend 6 or more energy on a single combat talent.
Effect - Deal 5 damage to target creature and the creature suffers vulnerability 2 until the end of your next turn.

Lifebound Armor - 1000 Gold
Armor
You have regeneration 2.

Greater Reloader - 2500 Gold [Created by Bronymous]
Trinket
Once per battle, you may use the following combat talent
[0] Reload - Free Utility [1/Battle]
If you spent 7 or more energy this turn, gain 5 energy

Amulet of Adrenaline - 5000 Gold [Created by LoganAura]
Trinket
You begin battles with 7 energy instead of 4.

EDIT: Edited my last post, on account of not realizing Grease had initiative bonuses.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  ZamuelNow on Sun Oct 12, 2014 2:42 pm

Sobana wrote:Did my spell not cast or something? Because I casted it before entering battle. Was it cancelled by entering battle? Do I have to roll initiative first for it to cast? Did I break the game? What should I do?

Sorry about that. Forgot to add it due to delay and running multiple campaigns. It's in an odd place since with what you rolled has limited effect on who you're dealing with though the effect has the capacity to be useful in nearly any other situation. It's got me contemplating restructuring the table a bit. I'll add the roll effect into a post and then you can react from there.

Crystalite wrote:...Odd. It says anyone with the link should be able to view it...

I can see it now so I'll add it to the first post.

Crystalite wrote:Also... That is a sick, twisted opener. I love it.

I'm predicting that my mental image has far less blood than your's. Of course, a radio story would excel in how well it triggers imaginations.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Crystalite on Sun Oct 12, 2014 3:45 pm

Oh, I just meant from a mechanical perspective. I'm very relieved I made the saving throw...
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Sobana on Sun Oct 12, 2014 11:03 pm

Nah, the table works perfectly. It is chaos, it is not suppose to be useful or predictable. I was kinda hoping it would heal her by mistake, lol.

Time to start my first battle!~
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Crystalite on Sun Oct 12, 2014 11:35 pm

@ Sobana: ...Not quite. You get one Standard Action (Attack or Utility) per turn. You also get a Minor action (Again, Attack or Utility, but not both). There's alsonReactions and Interrupts that you use whenever something specific happens, and a handful of Free actions you can use whenever you want if you can meet the costs.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  ZamuelNow on Sun Oct 12, 2014 11:56 pm

Adding onto this, ongoing damage is always calculated at the start of your turn while the saving throw to remove it is at the end.

HP maxes out at 50 though you can have HP and temp HP at the same time.

Which of the two Standard actions do you want to do this turn?
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Sobana on Tue Oct 14, 2014 12:41 am

The one where I switch the ability back to the other pony. Please and thank you.

Makes me wonder why they are labelled utility and attack then. Are those other things people are doing during their turns like a passive ability?

Does it cost energy to use free abilities during a combat turn?
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  sunbeam on Tue Oct 14, 2014 12:51 am

Utility and attack are basically sorting keywords. Things that use phrases like "someone targets you with an attack" don't apply to the use of utilities, the Blind condition only comes into play when you use an attack, etc.

Whenever you use an ability, you pay (or gain) the energy cost in the brackets. The type of action (standard, minor, reaction/interrupt, or free) simply determines how many times per turn you can use the ability:
1 standard action per turn (usable only on your turn)
1 minor action per turn (usable only on your turn)
infinite free actions per turn (as long as you can keep paying for them, usable only on your turn)
infinite reactions/interrupts per turn (as long as you can keep paying for them, usable any time the situation matches the listed "trigger" requirements.

Also, you should probably edit your post, so there's no confusion about what you did if we need to check the previous action later in the battle.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Crystalite on Tue Oct 14, 2014 1:30 am

ZamuelNow wrote:Adding onto this, ongoing damage is always calculated at the start of your turn while the saving throw to remove it is at the end.

HP maxes out at 50 though you can have HP and temp HP at the same time.

Which of the two Standard actions do you want to do this turn?

So I should be at 46, rather than 26?
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Dr Blight on Tue Oct 14, 2014 10:30 pm

So quick question. Is Ruby allowed to have mundane items on her person? Such as a makeup kit or a marker or magnifying glass?
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  ZamuelNow on Tue Oct 14, 2014 11:26 pm

I usually prefer such things be declared before the characters head out but otherwise yes, I do allow mundane items.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Dr Blight on Tue Oct 14, 2014 11:36 pm

Can I declare those kinds of things now? I hadn't honestly thought about it before. And I have a suspicion I'd like to test but it requires Ruby to have some way to leave a mark behind.

Oh also, are these hallways the same length btw?
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  ZamuelNow on Tue Oct 14, 2014 11:43 pm

Corridors are the same length.
The two things you declared are perfectly fine.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Sobana on Wed Oct 15, 2014 12:34 am

So what's my actual health? It's not on my character sheet...

Did I gain that temp health before or after I took that damage?
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  sunbeam on Wed Oct 15, 2014 1:17 am

Your starting health is 50. You gained the temp hp before you took damage, because:

-my turn comes before yours.
-Ongoing damage occurs at the start of your turn.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Sobana on Wed Oct 15, 2014 10:37 am

Alright, so that is the order for the rest of the battle then?
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  ZamuelNow on Wed Oct 15, 2014 12:46 pm

Yes, Grease, Hector, Nightshade, Noir is the order.

Crystalite wrote:[–7] Mask of Thundering Death (Shatter Armor)- Standard Attack
Deal 1d10 damage to target creature and that creature suffers that much vulnerability until the end of your next turn.

...Why did I highlight "that much"? Because, by my interpretation of "that much", this includes damage bonuses.

Such as Berserker's Rage.

Erm, no. I need to find the dev post but the vuln isn't affected by damage buffs since other similar effects like heal aren't boosted by it either.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  Crystalite on Wed Oct 15, 2014 1:04 pm

Alternatively, you could just say "No Crystalite, the game's broken enough without Vulnerability 17, thank you." I'm okay with it being merely Vulnerability 9.
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Re: Equestrian Radio Show's Adventure Variety Hour: Explorers of STOMP [OOC] pt 2

Post  ZamuelNow on Wed Oct 15, 2014 1:17 pm

I probably was anyway since there are official rulings I disagree with (and that was kinda nuts).  However, I still wanted to find it for future reference and managed to find it.  In the Combat Talents doc, it's the footer for Brilliant Flare. So it's just vuln 9. Also, been noting Noir's damage before any vuln/resist on players.
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