Here are my starting credits: 1d100 62
Here are my starting credits: 1d100 62
IC thread is up. Go! Go! Go!
https://community.fantasyflightgames.com/topic/188560-the-oncoming-storm-iic/
BTW, this is how I'm going to delineate different parts of the IC thread:
This is a descriptive action.
"This is dialogue."
"This is an open thought."
This is the GM's action (red is evil)
This is the PCs' action (blue is good)
For more info on how this should work, I refer you once again to Shadows of the Future: https://community.fa...-the-future-ic/
The boost die from the two advantages may be taken by anyone who thinks he needs it- might as well change it to a boost die to coordination if you deem that more useful.
Can you do that with an Initiative check? I thought advantage was just used as a tie-break if you get two people with the same success
That is an Initiative Check? ![]()
SPOILERS!!!!!
Sorry, I probably shouldn't have mentioned that. Or should have mentioned it. But it is.
I have just re-read the passage- and I must say, I do not know if you can use advantages from an initiative check. It is used as a tie break, that is true- but I did not find a passage where it says you can not use them of other things. So its up to you, I do not really care if I can use them ![]()
The Force was with you, and you gain an advantage over your foes - but it applies to you alone. Let's go with that...
Alright ![]()
Starting credits: 1d100 63
"Now then, shall we begin?"
I have to say, I read this in Khan's voice from Star Trek Into Darkness ![]()
That's the effect I was going for ![]()
You were definitely successful! I read it in Khan's voice as well.
Maybe we players should determine the initiative order for our characters?
It would probably make sense for my character to go early to buff the other chars with Inspiring Rhetoric.
You want to know my reasons for it? --> Just ask Doge: "Much Boost. Very win."
Edited by FeBommelThat's the way it works - you choose who goes when. But choose wisely...
I've just got THE idea for an EOTE group - a most brilliant masterplan:
1. Two characters spec as politico
2. Both buy all Inspiring Rhetoric upgrades
3. One of them takes a marker and crosses out the section in the GM's corebook that specifies that the Inspiring Rhetoric boost die can't be stacked ![]()
4. Both can now perform Inspiring Rhetoric as a maneuver --> 2 maneuvers, 1 actions --> 3 times Inspiriring Rhetoric for 4 strain
5. Every politico boosts the other one --> boost dice over boost dice - a pile of boost dice!
6. ?
7. Success! (and advantage)
As you see, a most cunning plan, that can't possibly go wrong.
What do I hear you say? It's against the rules? Well, yeeees. But one can dream... ![]()
(Rules? Which rules? Ah, you mean these mere guidelines. Also see 3.)
// Irony off
Edited by FeBommelWhat's Rast's range to the bad guys after taking the maneuver to follow Marcelus?
I've just got THE idea for an EOTE group - a most brilliant masterplan:
1. Two characters spec as politico
2. Both buy all Inspiring Rhetoric upgrades
3. One of them takes a marker and crosses out the section in the GM's corebook that specifies that the Inspiring Rhetoric boost die can't be stacked
4. Both can now perform Inspiring Rhetoric as a maneuver --> 2 maneuvers, 1 actions --> 3 times Inspiriring Rhetoric for 4 strain
5. Every politico boosts the other one --> boost dice over boost dice - a pile of boost dice!
6. ?
7. Success! (and advantage)
As you see, a most cunning plan, that can't possibly go wrong.
What do I hear you say? It's against the rules? Well, yeeees. But one can dream...
(Rules? Which rules? Ah, you mean these mere guidelines. Also see 3.)
// Irony off
And that kids is how you make your GM hate you.
What's Rast's range to the bad guys after taking the maneuver to follow Marcelus?
Sorry, I should have clarified that. They are at short range, as is anyone on the same floor or in the same room as you. Shooting between floors is medium range
And that kids is how you make your GM hate you.
I know. I'd never do something like that in a game. On top of that, in my RL games, I'm usually the GM...
But it's always fun to theorize...
Oh it's endless fun!
Well that combat check wasn't all I was hoping for...but it's something! I'm assuming that, even if the 2 Advantage needed to cause a second hit aren't there, both knives are thrown when attempting to perform a two-weapon Ranged (Light) combat check.
Still, that was a hell of a dice pool: 4 yellow and three blue dice...
Almost makes me feel bad for flipping a Destiny point. Almost...
Still, that was a hell of a dice pool: 4 yellow and three blue dice...
I confess, I was chasing those Triumphs...