- Location
- United States
[X] Go through the double doors the man was coming from.
Well, good news is that you aren't getting punched. That roll was to measure your resistance against... something else.
I'll need to take a look at the threadmarks. For some reason, the last few updates, the Threadmarks haven't, well gone through.Nice quest. Very much like the MC having a family that doesn't get conveniently abandoned in favor of heroics. A few things though;
Threadmarks: lots of posts seem to be missing threadmarks, especially in the last few updates. It's a bit confusing.
Armor: interesting concept that could be effective for a superhuman. Things to note;
a) Medieval armor was iron, not steel, and on average 3mm thick. It would stop buckshot, but not all but the smallest bullets. 1 square meter of 3mm plate is enough to fully cover a large human and weighs 50 lbs.
b) In the 1800s, the Australian Kelly gang made armor out of cheap iron. Weighing some 95 lbs, it could stop bullets in the thickly armored torso and head and proved highly effective despite crappy construction.
c) Modern steels are easily twice as strong as medieval iron, so modern steel armor is proportionately tougher.
d) Inconel is twice as strong as typical steels, so armor out of it would be 4x stronger than medieval equivalents of the same weight.
e) Titanium alloy (not pure titanium) is just as strong as Inconel, though not as heat resistant. However, it is half as dense, hence you can make the armor twice as thick for the same weight.
f) The type of bullet matters. Buckshot will be stopped by 2mm of steel. Many handgun rounds will be stopped by 5mm of steel. 10mm of steel will stop assault rifle rounds.
g) You can run, jump, roll, tumble, and generally perform acrobatics in well-fitted medieval armor. It is only minimally restrictive.
h) A person that can lift a small car (1 ton) and is wearing 500 lbs of armor has a 3/1 strength to weight ratio. A person that can lift 200 lbs wearing 50 lbs of armor has 1/1 ratio. Thus person A is still 3x as agile.
i) An armor-piercing round from a .50 BMG will be stopped by 1 inch of hard steel or titanium alloy. Such armor would weigh 390 lbs if Inconel, 230 lbs if titanium alloy.
Ultimately, the MC should be able to wear armor that bounces .50 BMG rounds and still be 3x as agile as a human. That's for unenchanted armor.
Well, as someone who failed to study statistics, I prefer to think of it as getting the bad rolls out of one's system. Clearing the pipes as it were. That way, you'll get better rolls later.Well that was yet another slew of absolutely horrible rolls. Joy.
[X] Use magic to attack them
-[X] Lightning
[X] Use magic to attack them
-[X] Lightning
That said, as far as offensive magic goes, Sonya has a few issues. First, her magic is lethal. Her attack options being "electrocution", "barbecue", and "cut to pieces" is both suboptimal for investigation and immoral. Secondly, her attacks cause property damage which often hinders her too. Last but not least, they're very flashy and break stealth. Things she might want to research in the future;
Sleep: area disabling good for prisoners or hostage situations, no 'boom' to break stealth, mental effect useful vs tough or agile enemies.
Magic Missile: homing damage, ignores armor, less lethal, no collateral damage.
Disguise Self: Looking like anyone helps with stealth/infiltration. Looking like you're swinging a fist when you're swinging a sword can surprise people in a fight.
Obscuring Mist: Not real mist, but the illusion of one; being the only one who can see in a fight is a huge bonus.
[X] Use magic to attack them
-[X] Lightning
That said, as far as offensive magic goes, Sonya has a few issues. First, her magic is lethal. Her attack options being "electrocution", "barbecue", and "cut to pieces" is both suboptimal for investigation and immoral. Secondly, her attacks cause property damage which often hinders her too. Last but not least, they're very flashy and break stealth. Things she might want to research in the future;
Sleep: area disabling good for prisoners or hostage situations, no 'boom' to break stealth, mental effect useful vs tough or agile enemies.
Magic Missile: homing damage, ignores armor, less lethal, no collateral damage.
Disguise Self: Looking like anyone helps with stealth/infiltration. Looking like you're swinging a fist when you're swinging a sword can surprise people in a fight.
Obscuring Mist: Not real mist, but the illusion of one; being the only one who can see in a fight is a huge bonus.
Well, if you want to expand Sonya's repertoire, I have some good news. Normally, you'd have a chance to learn one more spell between encounters. But I've been planning a three week time skip. If you vote for it, Sonya can choose to focus on learning more spells.I agree. All of these are fairly simple stuff, I imagine they wouldn't be outrageously complicated. An illusion of mist, an illusion around one's self, a precision strike, and some kind of area quiet disable--a brain shut-off or a nerve shut-off. Telekinetic sleeper hold?
I think you mean force choke.
Tier-2 in Strength, Agility, Endurance. What 'Tier 2' means isn't actually mentioned though.
It is a measure of her skills compared to a normal human. Tier 1 means the skills that a human could conceivably get without any powers or enhancements. Tier 2 and up means that that attribute is beyond what a normal human is capable of.Tier-2 in Strength, Agility, Endurance. What 'Tier 2' means isn't actually mentioned though.
Strength, toughness, and speed.I
By the way, what are Sonya's non-magical powers again? Like our codename, it isn't listed on the character sheet and unlike our codename, I know that they exist.
It is a measure of her skills compared to a normal human. Tier 1 means the skills that a human could conceivably get without any powers or enhancements. Tier 2 and up means that that attribute is beyond what a normal human is capable of.
Strength, toughness, and speed.