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ToHA OOC Thread


Phoenix1

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Posted (edited)

Just testing the die roller out.

Test

Without label in roll?

Adding after post

Okay but how do I make it show the roll?(Result)

Okay got it so in principle then...

Ursa Resistance (DC 25/20, -1 for Bruise)

Edited by Phoenix1 (see edit history)
Name
Test
17
1d20+10 7
12
1d20+10 2
Adding after post
27
1d20+10 17
Okay but how do I make it show the roll?(Result)
23
1d20+10 13
Ursa Resistance (DC 25/20, -1 for Bruise)
28
1d20+9 19
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Attack 10』『Defense 12』『Resistance 8』

H.P 3』

Condition: None
Active Powers:
Notes: Test Bun
 

 

Reconstruction of the Chapi Thing. Could not do anything about the distances between the lines. You can use or ignore as you like. Can copy it from this post by going into quote mode.

Edited by Ridai (see edit history)
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  • 2 weeks later...
Posted (edited)

Wherein QD does more dice testing.

Test:1d20+10

Test(Result):1d20+10

Spaces?: 1d20+10

After roll?:1d20+10(Result)

[Brackets?(Result)]:1d20+10

Okay either that doesn't work or I managed to do it wrong five times out of five, which would be fairly impressive.

(Test:1d20+10) maybe?

Edited by Phoenix1 (see edit history)
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Posted (edited)

Rhys

So good news is these guys don't like, not have smells at all so even with Counters Concealment you can't really get useful information from them. Their smells were being obscured, and now you're able to smell them through their obscurement. Man you're good.

On the Postcognition and such, not too much more to add, although you can confirm that it was definitely a mix of cycling reinforcements and recovering fast enough to rejoin the fight as the next wave of reinforcements - that is, you detect some smells leaving the battle, new ones entering, and then later the old ones returning. You're able to discern fifteen distinct vampire smells involved in the fight against JNBS, although as Nick said it was usually around six fighting at any one time (it dipped down as low as three at one point, and was all the way to eight at another). So these guys have at least seven other allies either waiting to cycle in or down fighting Jack and Solstice. Whoever misted out Solstice is also a distinct scent from any of the rest (so, in addition to the fifteen actual combatants), and definitely only one scent. So either leader or one of them got especially creative (probably leader if Jack losing 30% of his Aura in a single hit is any indication).

The vampires don't seem to have especially strong emotions. Mostly you're getting a sort of maliciously eager anticipation, and a feeling that you can probably best describe as "combat readiness" (strictly speaking this tends to be somewhere on the fear/excitement gradient but it can vary a lot by person; for these guys it's definitely deep on the excited side). There's an undertone of dark amusement as well.

Physical state is healthy across the board. All biosigns normal. Which...is actually saying something here. Vampire powers or not, these are definitely living people.

You can confirm that they indeed have Auras. They're all at full Aura - you can tell because you can smell the excess energy from generation dissipating, I don't quite know how but to be fair I don't quite know how your nose does a lot of things - so whatever damage JNBS did they seem to have recovered from.

As far as Semblances go...well, that's where things start to get weird. Normally, the way you can tell if someone has a Semblance is that it's kind of a different "flavor" to the underlying Aura smell. If Aura smelled like jerky (not saying it does), then Semblances would smell like different flavors of jerky. Maybe a fire Semblance smells like spicy jerky, a flight Semblance smells like teriyaki jerky, and a shielding Semblance smells like garlic jerky, or something. Again, example. This is not literally how you experience the smell of Aura. (Unless it is.) Between your bulking up your Semblance Lore and, you know, having an entire school full of Hunters-in-training with Semblances to smell, you've been able to get a pretty good mapping of scent to general Semblance type worked out.

But there's also a difference between smelling a person's Aura, and smelling the effects of an Aura-based power. To return to the jerky metaphor, if a person's Aura smells like jerky which oh my gods I hope it doesn't, the effects of an Aura-based power smell kinda like the oils and such from the jerky. Like, the residue left in the wrapper after you take the jerky out. It's definitely a jerky smell, but you'd never mistake it for a whole piece of jerky.

For the most part, these guys smell like they don't have Semblances (one of them seems to have a minor concealing power of some kind, but you're pretty sure it's not what was concealing them from your sense of smell previously - in fact, it might be notable that you can't actually smell that particular effect, so it's presumably not a direct use of Aura). But their whole Auras smell like they are under the effects of an Aura-based power, which is altering their scents in a way not entirely dissimilar to how a Semblance would. That scent is identical for each of them. So like...if this Semblance has a barbecue smell, they smell like pieces of plain jerky that have been dipped in barbecue flavoring. In some sense, yes, they're now jerky with barbecue flavoring, but that doesn't actually make them barbecue-flavored jerky.

It's some manner of complex transformative Semblance though, with elements of darkness to it. So...presumably whatever is responsible for the whole vampire deal.

As far as skills go...

Assessment DC 22

PL 8+1, Base Attack +4/+4, Defense 8, Resistance 8.

DC 27

No [Skill] source powers.

DC 32

[b]Deception:[/b] +12.  [b]Expertise:[/b] +5.  [b]Insight:[/b] +10.  [b]Intimidation:[/b] +10.  [b]Investigation:[/b] +0.
[b]Mobility:[/b] +15.  [b]Perception:[/b] +18.  [b]Persuasion:[/b] +10.  [b]Stealth:[/b] +18.  [b]Technology:[/b] +0.  [b]Treatment:[/b] +0.

Advantages: Accurate Attack, Agile Feint, All-out Attack, Benefit (Combat Assassin [+2 Stealth to Hide in combat]), Defensive Attack, Evasion, Favored Environment (Dark Urban), Hide in Plain Sight, Improved Grab, Improved Hold, Interpose, Move-by Action, Power Attack.

 

 

Edited by Phoenix1 (see edit history)
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Posted (edited)

Anya

With your ability to hear through walls, you can hear the sounds of combat going on down below, although...it almost sounds more like someone doing training drills or something. You only hear one combatant moving around. You hear someone else down there breathing, but not apparently moving. Neither are speaking so you can't quite identify them.

Other than that, the place sounds empty. You don't hear whatever Rhys detected lying in wait. (Your Counters Concealment ignores their Concealment power, so they don't get the +10 they did against pre-stunt Rhys, but since the house rules elevate Stealth and Perception above powers, it's still enough to justify using Stealth against you, and even without the +10 their Stealth results were a bit higher than your Perception roll.)

 

Edited by Phoenix1 (see edit history)
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Posted (edited)

Not really secret but Dodgeson don't read unless you've read the main post (the rest of you should probably read that first too but whatever)

Chro Assessment Learns PL for whatever that's worth.

 

Edited by Phoenix1 (see edit history)
Name
Chro Assessment
13
1d20+10 3
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Posted (edited)

Rhys:

Their Favored Environment is on Defense at the start by default, so that hits V1 but doesn't quite nab Penetrating, but will miss V2 even if the Launch succeeds.

Vampire 1 Resistance:
Damage (DC 30) Bruised and Staggered

Strength (DC 25) Launched and Bound

 

Edited by Phoenix1 (see edit history)
Name
Damage (DC 30)
17
1d20+8 9
Strength (DC 25)
13
1d20+8 5
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