Talk:A Night to Remember

From The Whereabouts

Please feel free to introduce your character to the scene.

Edited slightly, because I realized it was not clear where Fenwick was sitting. --FyreFly 20:35, 18 February 2015 (EST)

If there is anything else your character would like to do before the performance, please post it now, if not, I will move on to the performance. Just let me know. --Macabreengel 22:21, 23 February 2015 (EST)

Done. --FyreFly 22:03, 25 February 2015 (EST)

Everyone in the village seems to be calling it a night. If there is anything you would like to do before turning in, this is the time to do it. Otherwise just post something about were your character is sleeping and them going there. --Macabreengel 13:47, 1 March 2015 (EST)

Fenwick: Rolled to be awake. Rolled 97 on Notice check. Achieved average difficulty.
Jayne: Rolled to be asleep. Rolled -16 on Notice check (-100 for being asleep).
Caerwyn: Rolled to be asleep. Rolled -43 on Notice check (-100 for being asleep).
--Macabreengel 19:59, 4 March 2015 (EST)

Fenwick - Notice:9 (Rolled 29 + Skill 10 - Partial Darkness 30) - Stealth:49 (Rolled 39 + Skill 10) - MA: 15 (50% for taking actions) --Macabreengel 11:33, 7 March 2015 (EST)

I don't really remember what my spells are... I think one of them lets me make light? If so can it be cast outside? Would it be obvious that I cast it? --FyreFly 14:50, 7 March 2015 (EST)

I posted your spells. Create Light is one of them and you can cast it outside. It would not be obvious where the sphere of light came from unless someone had the ability to see magic. Then it would be an opposed Magic Appraisal roll. This would be essentially your second turn. If you don't take any non-magic actions, you will accumulate 30 more zeon, putting you at 45. Create light creates a 15 ft sphere of light for 20 zeon +15 feet for every 10 extra zeon, up to your Int X 20. You can maintain for free essentially unless you plan to maintain for hours. Not centering the spell on you requires a minimum final roll on your magic projection. 40 for 15 feet away, 80 for 80 feet away. --Macabreengel 16:58, 7 March 2015 (EST)

You will only use 20 zeon. The rest will return to your zeon reserve. You could, alternatively, use that zeon to cast another spell this turn as well. --Macabreengel 19:05, 7 March 2015 (EST)

Fenwick - Search 97 (87+10) Average difficulty
It has begun. Post what you would like your character to do. Depending on what equipment you use, you will have a different initiative. Then I will roll initiative and your fight or flight will begin. --Macabreengel 19:50, 7 March 2015 (EST)

Caerwyn:
Caerwyn initiative: 73 (18+55)
Zombie initiative: 86 (56+30) (Zombie wins initiative and goes first)
Caerwyn MR to resist fear aura (60): 90 (45+45) (Caerwyn resists the fear aura caused by the zombie)--Macabreengel 21:21, 9 March 2015 (EDT)
Zombie attack: 90 (40+50)
Caerwyn dodge: 154 (79+75) (Caerwyn dodges and gains the right to counter-attack)
Caerwyn Counter-Attack: 136 (26+80+30C)
Zombie defense: 56 (Caerwyn's counter-attack hits) (Note: the Zombie is a damage resistant creature which means it has some special rules. Damage resistant creatures have a lot more hitpoints but have no defensive skill. They also can't counterattack. There is some other stuff I will explain when it comes up.)
Damage: 60 * 0.5 = 30 (Final damage is affected by base damage, how much the attack beat the defense, and armor)
--Macabreengel 18:46, 8 March 2015 (EDT)

Jayne:
Jayne attack: 72 (82+50-60) (Jayne was aiming for the head specifically, giving her a -60 to her final attack.)
Zombie defense: 71 (Jayne's attack resulted in a glancing blow because she didn't beat the defense by enough.)
Zombies are slow creatures and it has to use its whole turn to get to Jayne. It will start the next round right in front of Jayne. For the record, moving at a quarter of your movement speed does not cost you an action. Moving up to your full movement speed costs you one action.
--Macabreengel 21:09, 9 March 2015 (EDT)

Fenwick:
Fenwick stealth: (90+36+10) Fenwick got a 90+ on his stealth roll, which made it an open roll. He got to roll the dice again and got a 36. (To get a second open roll, he would have to roll a 91+, then a 92+, etc)
Zombie notice: 24 (14+10)
Tony, go ahead and post what you want to do next. You aren't really in rounds yet.
--Macabreengel 21:21, 9 March 2015 (EDT)

((I'm assuming there is a second door in the house somewhere. Feel free to stop me at the door if there is anything outside I need to react to, otherwise however many rounds it takes me to reach combat bring me back in then. I may possibly prepare a spell as I move - Are either Shield of Light or Armor of Light considered "obvious"? I also don't entirely remember the system for passive vs active spells.)) --FyreFly 22:45, 9 March 2015 (EDT)

There can be a back door. You can prepare Zeon in two ways. First, you can accumulate pure magic. The zeon can be used to cast any spell or spells. However, you have to continuously accumulate magic and once you cast a spell, you have to cast any spells you want with the zeon. The next turn you have to start accumulating at the beginning. So lets say that turns 1 and 2 you accumulate a total of 60 zeon because all you are doing is accumulating zeon, defending yourself, etc. On turn three you decide to cast. Casting does not prevent you from using your full accumulation. You would have 90 zeon to cast any number of spells with your full magic projection for each. After you cast, any unused zeon returns to your zeon reserve. Turn 4 you would accumulate 30 and be starting over. If you had decided to stop accumulating zeon for whatever reason (for example if a fight doesnt end up breaking out or whatever) you return all the zeon you had accumulated minus 10. Option two, you declare what spell and how much zeon you want to use to cast it. Your magic accumulation is only used to prepare that spell. Once you have enough zeon, you can hold it for a number of turns equal to your presence before you must decide to either cast it or release the zeon. Once you have the spell stored, you can start accumulating zeon using either of the two methods. Again if you release the zeon without casting, you lose 10 of it when it returns to your reserves. Active spells require it to be your turn to act. A passive spell can be cast at any time. You could use it as a reaction to you being attack, someone else being attack, just because, or whenever. Hope that clarifies things. Let me know what you want to do about accumulating and then I will respond to your post. --Macabreengel 20:03, 10 March 2015 (EDT)

If Shield of Light is not an obvious spell - ie doesn't create a literal shield of light, than I will begin accumulating Zeon for that spell, moving at 1/4 speed so that by the second turn I have enough Zeon accumulated and hold it at least until I can see what is going on in front of the house. --FyreFly 21:03, 10 March 2015 (EDT)

It seems that shields are visible. The armor of light would not be. --Macabreengel 21:26, 10 March 2015 (EDT)

I'll head to the corner without preparing anything - let me know what I see. --FyreFly 21:21, 11 March 2015 (EDT)

Fenwick -
Stealth: 119 (95+14+10) One open roll.
Zombie Perception: -5 (35+10-50) darkness, fighting, etc

Jayne -
Resist Fear Aura: 67 (42+25) Vs Difficulty 60
Initiative: 93 (73+20)
Zombie Initiative: 106 (76+30)
Zombie Attack: 77 (27+50)
Jayne Defense: 119 (84+35)
Jayne Counter-Attack: 150 (80+50+20C) +20 from counterattack
Zombie Defense: 56
Damage:24

Caerwyn -
Initiative: 70 (15+55)
Zombie Initiative: 98 (68+30)
Zombie Attack: 80 (30+50)
Caerwyn Defense: 148 (73+75)
Caerwyn Counter-Attack: 126 (16+80+30)
Zombie Defense: 60
Damage: 18

--Macabreengel 21:11, 12 March 2015 (EDT)

I am still getting the hang of the system. I think you are supposed to declare what you want to do before initiative is rolled because you have to declare the number of actions and attacks and stuff before it is rolled. I think the easiest way to do this is to post (in character?) what you want to do. If you win the initiative, that is what you will do, but if you lose, you might have to adjust your actions. The max number of actions and attacks you can do are on your character sheet. Also, you can spend fatigue points to get a +15 to most physical rolls, but if you go below 4, you get a penalty to every action. You can use up to 2 a round. Let me know if you want to do that at any point. Also, let me know if you have a different/better idea for combat. --Macabreengel 21:26, 12 March 2015 (EDT)

Fenwick -
Fenwick Ini: 85
Calum Ini: 103
Town Guard 1 Ini: 74
Town Guard 2 Ini: 46
Zombie 1 Ini: 71
Zombie 2 Ini: 01 (Rolling a 1 is the worst fumble you can get. This zombie goes last and has an initiative score of -125 for the purpose of scoring a surprise this round.)
Zombie 3 Ini: 49
Calum passes fear aura check. Calum attacks Zombie 2. Calum's initiative is 150+ that of this zombie, so it is considered a surprise attack. A surprised damage resistance creature has a defense of 0. Calum's final attack is 153. Damage is 60. If the zombie was not a damage resistance creature, he would have lost his right to any active actions this turn because he took damage.
Fenwick goes here.
Town Guard 1 passes fear aura check, attacks Zombie 2. Final attack:95 Final damage: 30
Town Guard 2 fails fear aura check, -60 all action penalty. Zombie 1 attacks him. Does 18 damage. Town Guard passes poison check.
Zombie 3 moves.
Town Guard 2 lost his actions.
Zombie 2 attacks Town Guard 2. Does 18 damage. Resists poison.

Jayne -
Jayne Initiative: 65 (5+60)
Zombie Initiative: 83 (53+30)
Zombie Attack: 149 (99+50)
Jayne defense: 155 (90+35+30) I used two of Jayne's Fatigue points to give her a +30 to this roll.

Caerwyn -
Caerwyn Initiative: 98 (43+55)
Zombie Initiative: 84 (54+30)
Father Initiative: 96 (66+30)
Caerwyn Attack: 147 - Zombie Def: 76 - Damage: 24
Zombie Attack: 82 - Caerwyn Defense: 142
Father Attack: 93 - Zombie Defense : 95
--Macabreengel 18:25, 15 March 2015 (EDT)

Fenwick -
Fenwick Initiative: 230 (97+73+60) Open Roll!
Calum Initiative: 66 (31+35)
Town Guard 1: 75 (50+25)
Town Guard 2: 28 (53+25-60) -60 All Action Penalty from fear aura
Zombie 1: 39 (9+30)
Zombie 2: 74 (44+30)
Zombie 3: 92 (62+30)
Fenwick Magic Projection: 87 (57+30)
Attack of Spell: 180 (The attack level is always 180 on this spell.)
Zombie Defense: 27 (You got a surprise on everyone else but him lol.)
Strength of Rope:10 vs Strength of Zombie:6 - Rope rolled 1, result +9. Zombie rolled 7, result -1. Difference of 8 equals mostly immobilized.
Zombie 3: Crawls towards the group.
Town Guard 1 Attack: 99 (59+40)
Zombie 2 Defense: 71 - Glancing blow
Zombie 2 Attack: 67 (17+50)
Town Guard 2 Defense: 57 (77+40-60) - Glancing Blow
Calum Attack: 173 (83+90)
Zombie 2 Defense: 107 (96+11) Open Roll
Damage to Zombie 2: 15
Zombie 1 Attack: 121 (81+40)
Town Guard 2 Defense: -13 (37+40-60-30) -30 for being the second defense this turn.
Damage to Town Guard 2: 54 Death!

Caerwyn -
Caerwyn Initiative: 129 (74+55)
Zombie Initiative: 108 (78+30)
Father Initiative: 43 (13+30)
Caerwyn Attack: 98 (18+80)
Zombie Defense: 72 Glancing Blow
Zombie Attack: 123 (73+50)
Caerwyn Defense: 225 (91+59+75)
Father Attack: 126 (86+40)
Zombie Defense: 60
Damage to Zombie: 9
--Macabreengel 21:18, 16 March 2015 (EDT)

Fenwick -
Fenwick Initiative: 115 (55+60)
Calum Initiative: 66 (31+35)
Town Guard 1: 106 (81+25)
Zombie 1: 69 (39+30)
Zombie 2: 79 (49+30)
Zombie 3: 49 (49+30-30)
Fenwick aims
Town Guard 1 Attack: 84 (44+40)
Zombie 2 Defense: 89 - Glancing blow
Zombie 2 Attack: 117 (67+50)
Calum Defense: 124 (34+90) Counter-attack, no bonus
Calum Attack: 96 (06+90)
Zombie 2 Defense: 14
Damage to Zombie 2: 25
Zombie 1 Attack: 53 (3+50) Fumble
Fumble Level: 6 (21-15) Very low fumble. No additional negative consequences.
Zombie 3 Crawls

Caerwyn -
Caerwyn Initiative: 90 (35+55)
Zombie Initiative: 53 (23+30)
Father Initiative: 51 (21+30)
Caerwyn Attack: 116 (36+80)
Zombie Defense: 35
Damage to Zombie: 30
Zombie Attack: 130 (80+50)
Caerwyn Defense: 97 (17+80)
Damage to Cearwyn: 4
Poison Resistance check vs 40: 179 (100+29+50) Open roll
Father Attack: 51 (11+40)
Zombie Defense: 42 Glancing Blow
--Macabreengel 20:39, 18 March 2015 (EDT)

Fenwick -
Fenwick Initative: 110 (50+60) Normally your initiative is +40 with a crossbow, but with ranged weapons, if you are already aimed and ready to fire, you get to us unarmed initiative, which is faster.
Calum Initiative: 101 (66+35)
Town Guard Initiative: 106 (81+25)
Zombie 1 Initiative: 36 (6+30)
Zombie 2 Initiative: 113 (83+30)
Zombie 3 Initiative: 22 (22+30-30)
Zombie 2 Attack: 113 (63+50)
Calum Defense: 170 (80+90)
Counter Attack: 150 (40+90+20c)
Zombie 2 Defense: 79
Damage to Zombie 2: 20
Fenwick Attack: 48 (78+20+10-60) +10 for aim, -60 for targeting the head. No zombie defense because you are still hidden.
Damage to Zombie 2: 5. Damage was enough to do a critical hit becuase it was in a vulnerable spot and it did 10%+ of its remaining life points.
Crit Level: 74 (69+5) +5 is from the damage of the crit. The zombie must now pass a physical resistance check vs 74.
Zombie 2 Physical Resistance check: 131 (86+45) It beat the difficulty so it suffers no additional consequences of the critical.
Town Guard Attack: 117 (77+40)
Zombie 2 Defense: 80 Glancing Blow (As a side note, armor increases the amount your attack has to beat the defense by and decreases the percent of the damage taken by the defender.)
Zombie 1 Attack: 61 (11+50)
Calum's Defense: 167 (77+90)
Zombie 3 Crawls: Will reach Calum in 2 more turns.

Jayne -
Jayne's crossbow is out of shots, so she reloads this turn.
Celeste's Attack: 88 (68+20)
Zombie's Defense: 96

Caerwyn -
Caerwyn's Initiative: 145 (90+55)
Father's Initiative: 38 (8+30)
Zombie Initiative: 65 (35+30)
Caerwyn's Attack: 132 (52+80)
Zombie Defense: 6
Damage to Zombie: 54
Crit Level: 116 (62+54)
Zombie Physical Resistance: 121 (76+45) Resists crit
Zombie Attack: 79 (29+50)
Caerwyn Defense: 109 (34+75)
Father Attack: 85 (45+40)
Zombie Defense: 38
Damage to Zombie: 3
--Macabreengel 16:51, 21 March 2015 (EDT)

Fenwick -
Yeah, 5 damage. Crits don't do a lot of damage necessarily. They just have a chance to do long term damage. (Immediate kill, amputation, All action penalties, etc)
Fenwick Initiative: 125 (85+40)
Calum Initiative: 84 (49+35)
Town Guard Initiative: 43 (18+25)
Zombie 1: 60 (30+30)
Zombie 2: 72 (42+30)
Zombie 3: 32 (32+30-30)
Fenwick: Reloads
Calum Attack: 156 (66+90)
Zombie 2 Defense: 19
Damage to Zombie 2: 50 Dead
Zombie 1 Attack: 217 (95+72+50) Open Roll
Calum Defense: 167 (77+90)
Damage to Calum: 18
Resist poison (40): 58 (18+40)
Town Guard Attack: 46 (6+40)
Zombie 1 Defense: 60
Zombie 3: Crawls

Jayne -
Jayne's Attack: 137 (87+50)
Zombie Defense: 12
Damage to Zombie: 31

Caerwyn -
Caerwyn Initiative: 87 (32+55)
Father Initiative: 60 (30+30)
Zombie Initiative: 110 (80+30)
Zombie Attack: 95 (45+50)
Caerwyn Defense: 116 (36+75) Counter Attack +10
Caerwyn Counter Attack: 106 (16+80+10)
Zombie Defense: 89 Miss
Father Attack: 67 (27+40)
Zombie Defense: 78 Miss
--Macabreengel 16:00, 28 March 2015 (EDT)

Fenwick -
Fenwick Initiative: 123 (83+40)
Calum Initiative: 73 (38+35)
Town Guard Initiative: 45 (20+25)
Zombie 1 Initiative: 99 (69+30)
Zombie 3 Initiative: 38 (38+30-30)
Fenwick Attack: 89 (69+20)
Zombie 1 Defense: 40
Damage to Zombie 1: 5 LP
Zombie 1 Attack: 55 (5+50)
Calum Defense: 169 (79+90)
Calum Counter-Attack: 232 (87+90+55c)
Zombie 1 Defense: 120 (99+21) Open Roll
Damage to Zombie 1: 40
Town Guard 1 Attack: 71 (31+40)
Zombie 1 Defense: 79
Zombie 3 Attack: 6 (36+50-80)

Jayne -
Celeste's Attack: 99 (79+20)
Zombie Defense: 100

Caerwyn -
Caerwyn Initiative: 125 (70+55)
Father Initiative: 40 (10+30)
Zombie Initiative: 104 (74+30)
Caerwyn Attack: 165 (85+80)
Zombie Defense: 31
Damage to Zombie 1: 60
--Macabreengel 21:22, 31 March 2015 (EDT)


Is Fenwick that bad with a Crossbow/are Crossbow's that bad? 5 Damage, when others do 40 or 60 seems bad...


Fenwick -
Fenwick Initiative: 51 (11+40)
Calum Initiative: 77 (42+35)
Town Guard Initiative: 47 (22+25)
Zombie 1 Initiative: 139 (96+13+30) Open Roll
Zombie 3 Initiative: 66 (66+30-30)
Zombie 1 Attack: 93 (43+50)
Calum Defense: 114 (24+90) +10 to Counter Attack
Calum Counter Attack: 151 (51+90+10)
Zombie Defense: 26
Damage to Zombie 1: 45
Zombie 3 Attack: 1 (31+50-80) Miss
Fenwick reloads
Town Guard 1 Attack: 56 (16+40)
Zombie 1 Defense: 82

Jayne -
Jayne's Attack: 66 (16+50)
Zombie Defense: 84


Fenwick -
Fenwick Initiative: 71 (31+40)
Calum Initiative: 108 (73+35)
Town Guard Initiative: 84 (59+25)
Zombie 1 Initiative: 64 (34+30) Open Roll
Zombie 3 Initiative: 57 (57+30-30)
Calum Attack: 107 (17+90)
Zombie Defense: 135 (99+36) Open Roll
Town Guard Attack: 68 (28+40)
Zombie Defense: 76
Fenwick Attack: 99 (79+20)
Zombie Defense: 19
Damage to Zombie 1: 25
Zombie 1 Attack: 235 (96+89+50) Open Roll
Calum Defense: 171 (81+90)
Damage to Calum: 27
Resist poison (40): 52 (12+40)
Zombie 2 Attack: 76 (100+6+50-80) Open Roll
Calum Defense: 104 (24+90)

Jayne -
Celeste's Attack: 147 (92+35+20)
Zombie Defense: 37
Damage to Zombie: 40