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Donjebruche Campaign: Desert Battle After Action

Posted: Thu Feb 03, 2011 5:22 pm
by Jeffr0
I'm not sure you guys realize how dangerous that bit was.

Sure... Skexis had pretty good odds of taking out two dudes bare handed....

But do you realize that the Hilidarian targeting him had a weapons jam that took him 6 or 8 seconds to deal with...?! If he'd hit Skexis instead, the cat-man would have probably ended up in the emergency room.

Fred, of course, was down to one hit point....

Also... Marcus Kane rolled an 8 on mostly-sorta unskilled attempt at Acrobatics. If he had flubbed that roll bad enough... wah.

Nuts....

Posted: Thu Feb 03, 2011 7:21 pm
by mojo_billbo
Gotta love miracle rolls..

Posted: Thu Feb 03, 2011 7:28 pm
by Jeffr0
Other than playing the "mook" card one time to skip rolling the HT checks for a phaser hit... and that other time where I went to look for that one-stinking-plus-one-modifier-that-I-know-I've-overlooked so that Marcus could make the roll that he missed by one...

other than that... the combat was straight up full on yes-you-can-get-killed by-the-book GURPS combat.

Posted: Fri Feb 04, 2011 6:21 pm
by Jeffr0
mojo_billbo wrote:Gotta love miracle rolls..
Uh oh.... Maybe the miracle rolls were just for Act IV.... We're back to Marcus's "luck" from Act I again...!

Posted: Sun Feb 06, 2011 3:12 am
by Skexis
Well the object of an RPG is to have fun which for me means do what would look cool in a movie and get creative. I think the other players are doing likewise. :) Hey we're playing make-believe here. Ok back to pretending I'm a giant alien kitty cat.