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CCC
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Post Posted: Tue Dec 19, 2017 3:37 am |
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Joined: Wed May 15, 2002 12:00 am Posts: 11381
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Fate points remaining: Felix: 3 Arkady: 2 Nathan: 1
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Kajin
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Post Posted: Tue Dec 19, 2017 4:20 am |
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Gatekeeper of Niftiness |
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Joined: Sat Feb 09, 2008 12:16 am Posts: 9081
Location: Praise be to the sticky elastic bands of the Healing Gauze
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Okay I'd like to spend a fate point on a reroll. If I can get out of a moderate consequence I'd be overjoyed.
Also, if the ship gets too far away I'm going to start making use of the grenade launcher attachment on my rifle.
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Dodger77
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Post Posted: Wed Dec 20, 2017 4:41 am |
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Member of the Fraternal Order of the Emergency Pants |
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Combat WOULD break out while I'm not around for a couple days. Sorry guys. =T
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Kajin
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Post Posted: Wed Dec 20, 2017 4:45 am |
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If Roger wanted a gun Felix would give him one.
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CCC
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Post Posted: Wed Dec 20, 2017 5:21 am |
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Yay dodger!
I've gone back and edited in Felix's reroll, which went a whole lot better - +1 instead of -4 means Felix (narrowly) avoided taking any trouble at all.
And yes, if Roger wanted a gun, he would have one by now.
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Kajin
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Post Posted: Wed Dec 20, 2017 9:05 am |
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Gatekeeper of Niftiness |
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Felix has a +7 bonus to guns. He also has +3 to defensive rolls until Theresa is knocked out.
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Dodger77
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Post Posted: Wed Dec 20, 2017 4:33 pm |
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Hey CCC? Roger has +1 to Guns. I swapped Guns in for Mysteries back during OOC 7
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Kajin
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Post Posted: Thu Dec 21, 2017 3:50 am |
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Okay, so you knocked out one of them and I knocked out a further two, wiping the crossbowmen minions out completely.
I'll proceed from there and attack the sailors. I'm hoping Nate can hold off Martel. Good luck, balthazar.
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CCC
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Post Posted: Thu Dec 21, 2017 4:47 am |
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Kajin wrote: Felix has a +7 bonus to guns. He also has +3 to defensive rolls until Theresa is knocked out. Dodger77 wrote: Hey CCC? Roger has +1 to Guns. I swapped Guns in for Mysteries back during OOC 7*shifty eyes* You saw nothing. (Fixed.) Also, I'm getting a +9 for Felix's guns: +2 kill, +4 for his visor, +3 for Theresa's help. Anyhow, yeah, the crossbowmen are done for. Fate points remaining: Felix: 2 Arkady: 2 Nathan: 1 Roger: 10
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Kajin
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Post Posted: Thu Dec 21, 2017 4:51 am |
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How difficult would it be to shoot the ropes and sails out instead of the sailors? I don't feel like killing more than I have to.
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CCC
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Post Posted: Thu Dec 21, 2017 5:21 am |
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Give a suitably cinematic description of how a few bullet holes can stop a sailing ship from sailing, and I'll let you know whether or not you'd need to spend any Fate points to make it happen.
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Kajin
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Post Posted: Thu Dec 21, 2017 6:08 am |
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Everything is held in places with ropes. Copious amounts of them. Felix and Theresa work together to shoot out a few key ropes and the entire sail could come loose from the mast. Maybe even dropping down and pinning the sailors under vast quantities of high quality sheet.
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weremensh
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Post Posted: Thu Dec 21, 2017 6:41 pm |
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If this is a less than 100 ton medieval style ship then even pistol bullets will blow a hole right through the mast. It won't take many hits to weaken it to the point where it simply snaps under the stress of a sail.
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CCC
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Post Posted: Thu Dec 21, 2017 11:52 pm |
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Kajin wrote: Everything is held in places with ropes. Copious amounts of them. Felix and Theresa work together to shoot out a few key ropes and the entire sail could come loose from the mast. Maybe even dropping down and pinning the sailors under vast quantities of high quality sheet. Okay. One FATE point to have Felix guess correctly which ropes are the important ropes, and he'll need to hit a +5 target to actually shoot out the ropes. Whiiiiiiiich... between Theresa and his visor, he can't actually miss. He's an incredibly good marksman. It might also be worth having someone spend a second FATE point to declare that the tide is currently coming in; or else the ship will continue to drift out on the tide. Weremensh wrote: If this is a less than 100 ton medieval style ship then even pistol bullets will blow a hole right through the mast. It won't take many hits to weaken it to the point where it simply snaps under the stress of a sail. Even a silenced pistol? Doesn't that decrease the power?
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balthazar
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Post Posted: Fri Dec 22, 2017 12:43 am |
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You need to use sub-sonic ammunition for a suppressor to be effective, but this is usually offset by firing a heavier projectile. Some calibers of ammunition are inherently subsonic, such as the .45 acp, a very common round, so you can use factory standard ammunition in a suppressed weapon without any loss in power or rendering your suppressor useless.
It's safe to assume Nate is using a .45.
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