Flashdance
In(40) Member
'Let's Dance!'
Posts: 236
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Post by Flashdance on Oct 17, 2009 16:13:48 GMT -5
BTW - Oldschool, thanks for incorporating his tagline into the profile :-)
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Post by shockwave on Oct 17, 2009 21:37:19 GMT -5
1 more initiative modifier to add. +1 to Shockwave when using sonic generators as weapons. (Weapon Spec)
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Post by Dead Sidekick on Oct 17, 2009 23:05:55 GMT -5
1 more initiative modifier to add. +1 to Shockwave when using sonic generators as weapons. (Weapon Spec) Duly noted, thanks!
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Post by Dead Sidekick on Oct 18, 2009 8:22:31 GMT -5
I can't believe Solo is going to run in a direction towards a cop shooting at him. Ballsy.
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Post by TasK on Oct 18, 2009 14:02:30 GMT -5
My pleasure, FD. I was really impressed with your character sketch. Nice work. I cleaned some of the lines off of it to post your profile pic. I know it was a first sketch, I just thought it was awesome and deserved to grace everyone of your posts.
TasK
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Post by Dead Sidekick on Oct 18, 2009 14:59:05 GMT -5
I'm not going to roll NPC attacks until I have the new map up (looking sweet so far) but I thought I'd have some fun at Solo's expense.
If the cop aiming at Solo's head rolls a 96 or better, even Solo with a Red FEAT Dodge shifting the attack -6CS won't be enough to keep his hat (and head) on.
Odds are decent that Solo won't get his head blown off (this round) unless something catastrophic happens with his Dodge roll because the cop still needs a Yellow FEAT to skullcap him.. Anyone want to wager (Karma) on it?
hehehehe
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Flashdance
In(40) Member
'Let's Dance!'
Posts: 236
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Post by Flashdance on Oct 18, 2009 15:19:57 GMT -5
Heck no - I never bet when there is an "Evil GM laugh" involved...
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Post by Dead Sidekick on Oct 18, 2009 16:46:08 GMT -5
Even when you can bet either Solo gets smoked or Solo dodges sucessfully?
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Post by shockwave on Oct 18, 2009 20:30:50 GMT -5
If this pattern holds up, I might just have to alternate high impact actions and "safe" actions, so that I don't hurt myself on the low rolling rounds, but take advantage of the red roll rounds. Not seeing any green and yellow so far. All red and white.
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Post by Dead Sidekick on Oct 18, 2009 20:43:31 GMT -5
I'm not sure there's a definite pattern other than odd-numbered thugs are cursed.
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Flashdance
In(40) Member
'Let's Dance!'
Posts: 236
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Post by Flashdance on Oct 18, 2009 23:57:01 GMT -5
Man - the dice not giving me much love! At this rate Flashdance will be known by things worse than the lousy haircut
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Post by shockwave on Oct 19, 2009 7:51:46 GMT -5
Ok, 99 on an initiative roll when I'm not even doing anything? What a waste!
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Post by shockwave on Oct 20, 2009 15:05:56 GMT -5
Just so I make sure I'm right: Solo - throwing flashbang Flashdance - ? Shockwave - Going for a joy ride Oldschool - Tearing door off bus to get on
So it looks like Flashdance needs a new action, and then it's all DS?
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Flashdance
In(40) Member
'Let's Dance!'
Posts: 236
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Post by Flashdance on Oct 20, 2009 15:22:46 GMT -5
Oops - it is my turn! Sorry, for some reason I was waiting for the round to start and it already had... Posting my action right now...
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Post by shockwave on Oct 20, 2009 15:38:18 GMT -5
I was thinking it was all DS too until I reread the thread. That's why I thought I'd get clarification on where everyone else thought we were.
By the way, on the attack rolls, the key is to do a return before the attack so that the attack roll is on a new line.
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