- Location
- California
Oh, so we could walk around with Dusk in sight, and everybody would be cool with it?
Oh, so we could walk around with Dusk in sight, and everybody would be cool with it?
Argus is unaware of this.Oh, so we could walk around with Dusk in sight, and everybody would be cool with it?
So we found ourselves in magical girl version of Angel Grove.I'll reveal the Familiarity roll, because I find it absolutely hilarious that the roll was that high.
It's actually how familiar the town is with these kinds of things, and with 95, it's essentially "Tuesday again it seems." If anyone can find the old commercial of a guy going to work in Townsville (Powerpuff Girls) and just being blasé
about the villains and destruction and other randomness, that'd be the correct feeling of the town.
What exactly are 'Rush' and 'Boost' actions?[ ] Learn Iron Train (Basic): Gain +1 bonus to Rush actions (Attack is now +3, damage is now +2, enemies take -3 to hit you while Rushing)
[ ] Learn Don't Stop (Basic): On a Boost you can instantly make a Knock Back effect (Normally a separate action) throwing them (Might + 5) feet away and a chance of knocking them prone.
I'll put this in the Mechanics informational later, but Rush is an action, like attacking, that involves moving up to 10x your Movement speed, but must be followed by a physical attack (actual attack, Knock Back, Knock Down) so like a Charge attack in D&D. Attackers normally are at a -2 penalty to hit a Rushing opponent, and the attacker gains +2 to hit and +1 damage, they can't dodge and avoiding traps or obstacles is penalized. You need at least 5 feet to Rush.
No kidding, that is a lot of stuff.I have now added a lot more info to the Mechanics page. Am tired now.