Since I'll either be at work or getting shitfaced afterwards on Saturday (in commemoration of a friend of mine turning 21), I'll be making posts some time between today and tomorrow, just as a heads up (I'll probably work on it tonight and finish it tomorrow).
lilbooth Wrote:So a few quick questions;
1. are the mutants in anyway hostile, or when they are done with their mounting will they become hostile, I don't know if Val would know any of these things and I assume the rest of the party doesn't have a tone of experience with mutants either. ( I get that the roll was passive but that shouldn't really factor in to how I play the character)
Mutants tend to do their own thing. The best way I can describe them are like "tamed zoo animals." They aren't going to needlessly attack folks like a raider would (unless they're really stupid), and they generally don't care about people, but if they're aggravated, someone's encroaching on their territory, their hungry, etc., then they're going to attack. The ones you encountered in particular are quadrupeds and seem particularly satisfied at the moment/slightly larger than a German Shepherd. They probably wouldn't be dangerous unless provoked.
2. Is it so late in the afternoon that It would be dangerous to pass by this cabin and find somewhere else to be?
It's around 2 or 3 in the afternoon, you probably have about 4-5 hours of sunlight left.
3. Does "my" party have a surprise round or anything if combat where to occur?
You'd have to initiate combat, so it depends. If you go running towards it, no, if you surprised it, then yes.
KnightVanilla Wrote:By the way whats my drrp rating?
DRPP is Damage Reduction Penetration Probability (as a percentage). It's my attempt to add an extra bit of realism to the fight system. The only weapons that ignore DRPP are Area of Effect-style weapons, such as grenades (instead opting to hit EVERY piece of equipment as a cost to being able to do massive damage), and only a couple weapons offer a bonus to DRPP rolls (such as scoped weapons).
Basically, each piece of equipment combined can increase DRPP (to a maximum of something like 97-98%). DRPP stacks among different areas, but not in layers. So if you're wearing a protective vest with a second protective vest under it, only the top layer is counted mechanically, but if you wear a trenchcoat and a helmet, they both count towards your DRPP.
Not all DRPP is created equal though. For instance if you have a Tier 6 vest (65%) and clothes (85%), then if the enemy rolls between a 66-85 on their DRPP check, they skip the vest entirely and hit your clothes instead.
That's the issue Wyviera had in that battle was even though the Brute's damage would have largely been absorbed by her armored gear usually, her armor happened to be around her legs so it was only providing a DRPP of 20% instead of 85% (and her loyalist garb underneath was pushed up to her neck, so it was only providing an additional 10% DRPP), so when the brute is rolling in the 90s on DRPP, it's hitting her in the head, effectively rendering what little armor she had on useless.
Reaver Wrote:I have to say having the fight that close was very interesting. I think it definitely taught me and my character something (Stab first, talk later). Although part of me does feel that fighting a common thug shouldn't be that close, especially when there are going to be way harder enemies later on. I think an hp bonus might work out well to separate PCs from the common rabble enemies that we should of course triumph over
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Admittedly it was a brute rather than a thug (if a thug is a guard at a local port in terms of strength, then a Brute is a Viking). They're supposed to be fought at a distance or with a group. Actually 90% of the harder enemies I have in mind are supposed to be fought in groups of at least two or three.
Anyways, yeah knightvilla I'm looking into it still, but I'm really against giving too much of a bonus to any non-gang PC since the whole idea is that the gangs have effectively stripped the wastes of most valuable goods/guns (and training in many cases), so that outside of specific instances (thorn tower being one of them, merchants being another just because everyone like them except raiders), it's extremely hard to survive as an unaffiliated group. The folks traveling with Estrada right now are actually seeing a disproportionate number of guns/trained individuals compared to what is attainable outside of the gangs (which is why the slavers had been underestimating them).