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[OOC] New Beginnings

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Crossbow

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« Reply #90 on: <01-22-13/1229:09> »
Willpower test
[spoiler]"Everyone but Sammy and Mystech roll Willpower" (3d6=[1,3,4])[/spoiler]
 :o

A better way to to that is Xd6.hits(5), Necro also showed how to do Rule of 6 rolls.  Does anyone know off hand if initiative would be Xd6+X.hits(5) or Xd6.hits(5)+X  ?  I usually just add it myself afterwards, but I was curious.

irisheathen

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« Reply #91 on: <01-22-13/1229:42> »
Willpower: 2d6.hits(5)=1
Using edge :2d6.hitsopen(5,6)=1
Total: 2 hits  :'(
(rolled as guest because invisible castle wont let me register)
So yeah... maybe Johnny's dream was prophetic?  :-\
« Last Edit: <01-22-13/1813:42> by irisheathen »
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Thvor

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« Reply #92 on: <01-22-13/1235:36> »
Does anyone know off hand if initiative would be Xd6+X.hits(5) or Xd6.hits(5)+X  ?  I usually just add it myself afterwards, but I was curious.

Just did a quick test; Xd6.hits(5)+X seems to just add X in as an extra die value, which is counted as a hit if it's 5 or more:

7d6.hits(5)+7 → [5,4,6,1,6,4,6,7] = (5)

Clearly not right. I also tried Xd6.hits(5)+Xd6.hits(1), hoping that it would count the second batch as X hits...but it doesn't. It rolls all the dice together and applies the first hits() rule to all of them.  :o

So it looks like the proper way to handle initiative is to roll using Xd6.hits(5), and then manually add the X yourself. *sigh* I'm going to use their contact form to see if we can get this fixed. ;)
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farothel

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« Reply #93 on: <01-22-13/1300:31> »
Mystech is too far gone to be of any use and Sammy will not be involved at the moment, on the bright side, they can’t be affected by the Howl either.

Thank the gods for small favours.  I'll join in as soon as my watcher warns me I guess.

That reminds me, the watcher should roll Willpower as well. It can hear the howl too.

As he is currently manifested, yes he can.
willpower 1 (1d6.hits(5)=1)

He makes it, who would have guessed with willpower 1  ???  ???
So he can at least warn me.
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Gorean

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« Reply #94 on: <01-22-13/1311:13> »
Initiative roll - 9
6d6.minroll(6).hits(5) + 6d6.hits(5)=9

I figured out a way to get invisible castle to add your stat is it do it as garunteed hits so
xd6.minroll(6).hits(5) + xd6.hits(5) so the first x dice will auto roll 6's and then the second x will be rolled and both rolls will be joined and the hits counted.

edit
slight modification to make it easier to read
xd6.minroll(7).hits(5) + xd6.hits(5)
by making the minroll 7 it's easier to see the stats "rolls"
« Last Edit: <01-22-13/1319:32> by Gorean »

HydroRaven

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« Reply #95 on: <01-22-13/1815:10> »
So here are the rolls:

Willpower: Willpower 3 (3d6.hits(5)=3) so a full house on that one
Surprise: Reaction 7 + Intuition 5 (11d6.hits(5)=3) 3 hits on the surprise
Initiative: Reaction 7 + Intuition 4 (11d6.hits(5)=3) so 3 hits everywhere

So, an initiative score of 14 and no glitches.
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RHat

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« Reply #96 on: <01-22-13/1827:23> »
So, attacked by (I'm guessing) Awakened wolves, with two members of the group not able to do anything.  File under "bad for us"?
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Necrogigas

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« Reply #97 on: <01-22-13/1833:29> »
So, attacked by (I'm guessing) Awakened wolves, with two members of the group not able to do anything.  File under "bad for us"?
I think they're barghests..
« Last Edit: <01-22-13/1957:37> by Necrogigas »
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RHat

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« Reply #98 on: <01-22-13/1839:45> »
So, attacked by (I'm guessing) Awakened wolves, with two members of the group not able to do anything.  File under "bad for us"?
I think their barghests..

Possibility.  Still under the "bad for us" column.
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HydroRaven

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« Reply #99 on: <01-22-13/1845:03> »
Bad for the characters? Yes. Entertaining? Sounds like it!
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Crossbow

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« Reply #100 on: <01-22-13/1947:01> »
Okay so anyone who rolled less than 2 successes on the Willpower check, reduce your reaction by that amount, so either 1 or 2 points with a corresponding loss to initiative.  If your Reaction goes to zero (like the watcher, sorry sammy it isn't coming to get you yet)  you are paralyzed for, effectively, the duration of this fight.

Clementine is the only one who can move against the barghests this round.  The rest of you can act, but keep it to what you could accomplish in a round.

Hydro, your init beat the critters so you move right after the howl takes effect and there are at least two barghests in the woods, post your action, the rest of you can post at will.  I believe Clementine gets two passes correct?

HydroRaven

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« Reply #101 on: <01-22-13/2023:34> »
Should be three. Is everyone untied and on their feet? And you said the beasts are about 100m away from the group?
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RHat

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« Reply #102 on: <01-22-13/2032:09> »
Should be three. Is everyone untied and on their feet? And you said the beasts are about 100m away from the group?

Sammy's gonna be on the ground because she's gone astral (and not getting warned by her Watcher Spirit yet), Fionn's on the ground and not getting up.
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Crossbow

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« Reply #103 on: <01-22-13/2059:15> »
Should be three. Is everyone untied and on their feet? And you said the beasts are about 100m away from the group?

Because of one's suprise roll the best you can do is act against two.  I said they are in the woods and I said the woods are about a hundred meters away, yes.

Standing, free and aware-Clementine, O'Connor and and Torley

Standing, free and unaware- The ginger Elf (AKA Fionne or Mystech)

Prone, free and unaware- Sammy

Prone, NOT FREE and aware of just how bad things are getting- Johnny, Icarus and Heron

(By the way Gorean, roll 2 more dice to resist the Howl, I forgot about the gauze and tape, that actually helps a bit)
« Last Edit: <01-22-13/2116:09> by Crossbow »

HydroRaven

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« Reply #104 on: <01-22-13/2143:24> »
Can I post my actions in the IC thread?
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