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Burned Circle - OOC Thread
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<blockquote data-quote="ThirdWizard" data-source="post: 6048860" data-attributes="member: 12037"><p>Ghoul's got supernatural strength and claws, so its actually +4 stress on top of that for 5. Since your fifth box is marked off, it would have to move up to the 6th if you don't take any consequences or spend a FATE point defensively.</p><p></p><p>And if you could perform a maneuver and rescue her, it wouldn't be much of a compel! You can grab her and pull her back into the house. She won't resist so there's no roll needed, but you'll have to spend your whole action getting her back in there if that's what you want to do.</p><p></p><p>As for Initiative order, its the same as last time. Initiative runs purely off of raw numbers, so until someone's Alertness changes initiative stayls the same. Ways that initiative can change are people going into were-form, magic spells/potions/etc., spending FATE, and things like that.</p><p></p><p>So:</p><p>Ghouls - Epic</p><p>Juno - Great</p><p>Keira - Good (human) / Great (were-form)</p><p>Logan - Fair</p><p>Malcom - Average</p><p></p><p></p><p></p><p>I'll roll defense against your fists. I just realized I could have rolled Fists against your fists attack before (not that it would have made a whole ton of difference). So I'll be rolling that.</p><p></p><p>As for Juno's recovery power, Inhuman Recovery has one in-combat effect that is to clear away a single physical minor consequence using a supplemental action (giving you a -1 penalty to your main action in the exchange). It's really beneficial as it allows you to soak away 2 stress for free once per scene.</p><p></p><p>By the way, did we ever decide on a Catch for Juno?</p><p></p><p></p><p></p><p>You can indeed roll Weapons to do that. The ghoul will roll Athletics against your Weapons to attempt to stay out from your reach so it doesn't have to divide its attention between the two of you.</p><p></p><p>EDIT:</p><p>Juno's Attack vs. Ghoul</p><p>8 Attack vs. 5 Def. so the ghoul takes 3 stress. The ghoul marks off his 3rd box.</p><p>Ghoul #1: Physical Stress OOXX ; minor W<span style="font-size: 9px">INDED</span></p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 6048860, member: 12037"] Ghoul's got supernatural strength and claws, so its actually +4 stress on top of that for 5. Since your fifth box is marked off, it would have to move up to the 6th if you don't take any consequences or spend a FATE point defensively. And if you could perform a maneuver and rescue her, it wouldn't be much of a compel! You can grab her and pull her back into the house. She won't resist so there's no roll needed, but you'll have to spend your whole action getting her back in there if that's what you want to do. As for Initiative order, its the same as last time. Initiative runs purely off of raw numbers, so until someone's Alertness changes initiative stayls the same. Ways that initiative can change are people going into were-form, magic spells/potions/etc., spending FATE, and things like that. So: Ghouls - Epic Juno - Great Keira - Good (human) / Great (were-form) Logan - Fair Malcom - Average I'll roll defense against your fists. I just realized I could have rolled Fists against your fists attack before (not that it would have made a whole ton of difference). So I'll be rolling that. As for Juno's recovery power, Inhuman Recovery has one in-combat effect that is to clear away a single physical minor consequence using a supplemental action (giving you a -1 penalty to your main action in the exchange). It's really beneficial as it allows you to soak away 2 stress for free once per scene. By the way, did we ever decide on a Catch for Juno? You can indeed roll Weapons to do that. The ghoul will roll Athletics against your Weapons to attempt to stay out from your reach so it doesn't have to divide its attention between the two of you. EDIT: Juno's Attack vs. Ghoul 8 Attack vs. 5 Def. so the ghoul takes 3 stress. The ghoul marks off his 3rd box. Ghoul #1: Physical Stress OOXX ; minor W[SIZE="1"]INDED[/SIZE] [/QUOTE]
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