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TURTLEDOME!: Battle Bone (DM: KenHood, Judge: Lord S.)
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<blockquote data-quote="KenHood" data-source="post: 4753254" data-attributes="member: 4413"><p><span style="font-family: 'Palatino Linotype'"><span style="font-size: 15px"><span style="color: DarkOrange">"I've been awaiting that question, my dear. The Approvalometer is one of the greatest innovations of TURTLEDOME!. It permits the crowd to directly influence the battle in the arena...</span></span></span></p><p></p><p style="margin-left: 20px"><span style="color: White"><strong>GAME FACTS...</strong></span></p> <p style="margin-left: 20px"><span style="color: White">The Approvalometer converts the collective psychic energy of the crowd to manipulate probability in the arena. If the crowd likes you, you tend to hit with greater accuracy, inflict more damage, and avoid more of your opponent's attacks. If the crowd does not like you, it's the opposite.</span></p> <p style="margin-left: 20px"><span style="color: White"></span></p> <p style="margin-left: 20px"><span style="color: White">The Approvalometer looks like a cross between a barber's pole and a neon light. It has three sections: Green (for positive approval), Yellow (for ambivalence), and Red (for disapproval). </span></p> <p style="margin-left: 20px"><span style="color: White"></span></p> <p style="margin-left: 20px"><span style="color: White">In most cases, an unknown group begins in the Yellow section of the meter. By spouting snappy catchphrases, performing feats of strength, putting on a good show, and so forth during the preliminaries to a match, a team can increase its rating on the Approvalometer. (These are part of a skill challenge.) </span></p> <p style="margin-left: 20px"><span style="color: White"></span></p> <p style="margin-left: 20px"><span style="color: White">During a match, a member of a team can spend a standard action to perform a social skill check (i.e. Bluff, Diplomacy, or Intimidate) to influence the crowd. You can either a) cause the crowd to like you more, or b) cause the crowd to dislike your opponents. Using the action at appropriate moments is important. For instance, if a teammate had just performed a critical hit, it's a good time to 'work the crowd'. </span></p> <p style="margin-left: 20px"><span style="color: White"></span></p> <p style="margin-left: 20px"><span style="color: White">The DC usually starts around 12 or 15, but gets more difficult the farther along the meter you try to go.</span></p> <p style="margin-left: 20px"><span style="color: White"></span></p> <p style="margin-left: 20px"><span style="color: White">The Approvalometer has the following levels and effects...</span></p> <p style="margin-left: 20px"><span style="color: White"> <ul> <li data-xf-list-type="ul">+7 -- Green (+1 to all attack rolls)</li> <li data-xf-list-type="ul">+6 -- Green</li> <li data-xf-list-type="ul">+5 -- Green (+1 to all defenses)</li> <li data-xf-list-type="ul">+4 -- Green</li> <li data-xf-list-type="ul">+3 -- Green (+1 to all damage rolls)</li> <li data-xf-list-type="ul">+2 -- Yellow</li> <li data-xf-list-type="ul">+1 -- Yellow</li> <li data-xf-list-type="ul">0 -- Yellow</li> <li data-xf-list-type="ul">-1 -- Yellow</li> <li data-xf-list-type="ul">-2 -- Yellow</li> <li data-xf-list-type="ul">-3 -- Red (-1 to all damage rolls)</li> <li data-xf-list-type="ul">-4 -- Red </li> <li data-xf-list-type="ul">-5 -- Red (-1 to all defenses)</li> <li data-xf-list-type="ul">-6 -- Red</li> <li data-xf-list-type="ul">-7 -- Red (-1 to all attack rolls)</li> </ul></p> <p style="margin-left: 20px">Also, for every level of green a party achieves, that party gains a 'Token of Favor', at any time during a team-member's turn, a team-member may spend the token for one of the following effects...</span></p> <p style="margin-left: 20px"><span style="color: White"> <ul> <li data-xf-list-type="ul"><strong>Get Up!</strong> -- spend a Healing Surge as a free action (even if unconscious)</li> <li data-xf-list-type="ul"><strong>Get Going!</strong> -- gain an extra action, as if having spent an action point.</li> <li data-xf-list-type="ul"><strong>Do It Again!</strong> -- regain the use of an encounter or daily power that you have already expended.</li> <li data-xf-list-type="ul"><strong>Try Harder!</strong> -- re-roll a failed attack roll with a +1 bonus.</li> </ul></p> <p style="margin-left: 20px"></span></p><p></p><p>Mr. Pinch nods as the party talks. He smiles in a condescending manner. </p><p><span style="color: DarkOrange"><span style="font-size: 15px"><span style="font-family: 'Palatino Linotype'">"Considering that I do not make contracts with 'civilized' species, there may be nothing to discuss at all..."</span></span></span></p><p></p><p>[sblock=OOC]</p><p>Yes. You may. I've been waiting for one of y'all to think of this. Other skills might be brought to bear as well...</p><p></p><p></p><p>That's exactly it.[/sblock]</p></blockquote><p></p>
[QUOTE="KenHood, post: 4753254, member: 4413"] [FONT="Palatino Linotype"][SIZE="4"][COLOR="DarkOrange"]"I've been awaiting that question, my dear. The Approvalometer is one of the greatest innovations of TURTLEDOME!. It permits the crowd to directly influence the battle in the arena...[/COLOR][/SIZE][/FONT] [INDENT][COLOR="White"][B]GAME FACTS...[/B] The Approvalometer converts the collective psychic energy of the crowd to manipulate probability in the arena. If the crowd likes you, you tend to hit with greater accuracy, inflict more damage, and avoid more of your opponent's attacks. If the crowd does not like you, it's the opposite. The Approvalometer looks like a cross between a barber's pole and a neon light. It has three sections: Green (for positive approval), Yellow (for ambivalence), and Red (for disapproval). In most cases, an unknown group begins in the Yellow section of the meter. By spouting snappy catchphrases, performing feats of strength, putting on a good show, and so forth during the preliminaries to a match, a team can increase its rating on the Approvalometer. (These are part of a skill challenge.) During a match, a member of a team can spend a standard action to perform a social skill check (i.e. Bluff, Diplomacy, or Intimidate) to influence the crowd. You can either a) cause the crowd to like you more, or b) cause the crowd to dislike your opponents. Using the action at appropriate moments is important. For instance, if a teammate had just performed a critical hit, it's a good time to 'work the crowd'. The DC usually starts around 12 or 15, but gets more difficult the farther along the meter you try to go. The Approvalometer has the following levels and effects... [LIST] [*]+7 -- Green (+1 to all attack rolls) [*]+6 -- Green [*]+5 -- Green (+1 to all defenses) [*]+4 -- Green [*]+3 -- Green (+1 to all damage rolls) [*]+2 -- Yellow [*]+1 -- Yellow [*]0 -- Yellow [*]-1 -- Yellow [*]-2 -- Yellow [*]-3 -- Red (-1 to all damage rolls) [*]-4 -- Red [*]-5 -- Red (-1 to all defenses) [*]-6 -- Red [*]-7 -- Red (-1 to all attack rolls) [/LIST] Also, for every level of green a party achieves, that party gains a 'Token of Favor', at any time during a team-member's turn, a team-member may spend the token for one of the following effects... [LIST] [*][B]Get Up![/B] -- spend a Healing Surge as a free action (even if unconscious) [*][B]Get Going![/B] -- gain an extra action, as if having spent an action point. [*][B]Do It Again![/B] -- regain the use of an encounter or daily power that you have already expended. [*][b]Try Harder![/b] -- re-roll a failed attack roll with a +1 bonus. [/LIST][/COLOR][/INDENT] Mr. Pinch nods as the party talks. He smiles in a condescending manner. [COLOR="DarkOrange"][SIZE="4"][FONT="Palatino Linotype"]"Considering that I do not make contracts with 'civilized' species, there may be nothing to discuss at all..."[/FONT][/SIZE][/COLOR] [sblock=OOC] Yes. You may. I've been waiting for one of y'all to think of this. Other skills might be brought to bear as well... That's exactly it.[/sblock] [/QUOTE]
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