You are correct! I was misreading the text, and was having trouble understanding what you and the text were saying. My apologies. So ya, if you spend the blood point, Anna's defense will nullify the attack and she takes no damage. Sorry about that
Printable View
You are correct! I was misreading the text, and was having trouble understanding what you and the text were saying. My apologies. So ya, if you spend the blood point, Anna's defense will nullify the attack and she takes no damage. Sorry about that
Okay, Anna now has 5 BP, and takes no damage. Her heightened senses perceive the bullet whizzing towards. She watches its micro-shudders on the wind and hears the whistle of it cutting through air, allowing her the time to move just out of the way of the bullet.
[roll0] Well... this could be bad.
EDIT: Amazing how bad my rolls have been.
I should probably note that I'm waiting on the results of the other PCs and NPCs before making my next move. Karl's not feeling too bold right now.
Working on the OOC post right now. Thank you everyone for the patience. This has just been a rough couple days IRL.
Final Initiative Order:
Karl 14
Schultz 14
Sheriff's Ghouls 12
Anna 10
Kindred Militia 9
Lillith 8
Going to be annoying hear and roll multiple dice here. Jumping [roll0]
melee incase [roll1] and ballistics [roll2]
Anna has an assault rifle if that makes a difference
I'm away from book ATM, so can't compare the assault rifle to the large SMG. If you can look, let me know.
Wait a minute, shouldn't Schulz be losing his defense every single round in which he reloads that shotgun? I seem to recall the book saying that is the case unless you're using a magazine or a revolver speedloader
He doesn’t get defense against guns as he lacks celerity, so it's not a factor... assuming I understand you correctly. He is spending blood points each turn as part of his Resistance discipline to soak damage.
@Daishain: So, as far as I can tell Karl is only Blood Potency 1, and is therefore only able to spend on vitae in a turn (that's what I see on your character sheet). I've therefore only spent one of Karl's BP, now down to 8/10, and healed accordingly.
Daishain, if I am missing something, please let me know.
And because I'm an idiot, rolling. [roll0]
And because I'm even stupider, [roll0] and 10 again
EDIT: Please let me know if there are any NPCs that I need to add to the OOC list.
Karl now has 7BP and only a minus 1 modifier
And still an idiot so rolling for Schultz now.
[roll0]
Run for cover. I don’t think Anna can also shoot with her interrupted action but let me know if she can.
I’m now away from book, but one option for celerity is to jump to the head of the initiative order, and by doing so you could move further away and fire, but please double check me on that
Celerity allows interrupting another character's action to take one instant action of my own. So in this case Anna would spend a bp to activate celerity to interrupt the Sheriff's action and cause his melee attack to auto miss by moving away, and keep the normal initiative order. No attacking until her turn (when she gets to move and attack again).
Re: Movement, you can move your speed and attack in a round, or you can move 2x your speed and forego the attack.
I missed a turn. Anna should have gone after Schultz. Let me know if I can take that action after Karl goes.
My apologies. I'd be happy with having Anna get to act and resolving it "before" Lillith or Karl would have gotten to. One issue is that I was kinda going off of what you were telling me about the rules, and had assumed that was Anna's entire action (wasn't reading closely enough). I would be happy to discuss this, but my interpretation is that Anna moved, so she should still have an instant action with which to attack. So if you want to take Anna's turn now, we can resolve it before Karl has gone.
the way I read the rules, the celerity interrupt exists completely outside the regular initiative order. Once the interrupt is resolved, combat just continues, so Anna should get a full turn. Not that it matters much because she’s just going to keep falling back and shooting.
That’s not exactly true. You only get one instant action per turn. It explicitly says you can’t use the interruption as a means of attacking twice.
That is my understanding. But I think that deserves a house rule like at celerity five you get an additional instant action for the blood point. Just typing out loud so to speak
In Shanghai now. Will be working through threads now, as I have like a 5 hour layover, and everything is closed ATM... could really use some coffee though. :smalltongue:
Anyways, because I don't have the same access to my Google Docs where I keep my notes (till I get to Japan) I will be posting here a little more.
Karl is down to 6 BP now, and no longer has any damage modifiers. I've updated his character box. The Sheriff is prone which makes him harder for Karl to hit, so I'm giving Daishain the benefit of the doubt and assuming that rather than trying to hit the prone guy in the legs, he's just trying to hit the prone body.
You might be able to access google docs from your phone on roaming (not WiFi )
Thank you. I board in 45 minutes though.