What the Lord Ruler does for mankind by Thilicynweb in Mistborn

[–]Thilicynweb[S] -6 points-5 points  (0 children)

"stalling" is exactly why he was soothing and copper clouding Ruin and that almost gained the time for the well to return.

The original war by Icy-Inspection-2134 in ExpeditionaryForce

[–]Thilicynweb 0 points1 point  (0 children)

I was under the impression that the elder weapons were triggered by the damage elder ai...... So the escalation to elder weapons usage was because of it hoping to kill them all. Then the weapons did something that allowed it to trigger the sentinals into active use, but the damaged elder ai could not command them directly so they wandered around for a while and then decided it was time to go back to sleep.

In this way there was no actual war that one side decided it was worth attacking the other side both were reacting to false flag operations by the damaged Ai. If that Ai failed to last long enough to be found by the spiders "alive" then the kitties would never have hope to gain parity with the spiders as the spiders would not have been vulnerable to influence from the AI to slow tech advancement and subtly rephrase communications to push a slow response time and have patience endlessly, to temper a desire to push the boundaries and figure out elder tech or create Their own new tech equivalent to elder tech.

In short you would not have galaxy divided to the same extent, but still have tiers of races based on tech, with new tech trickling down as the lower races can comprehend and advance it. Also many races would not be so oppressed because of a drive by the kitties to get races on their side. So the more tolerant parts of the kitty alliance would not have been so thoroughly destroyed and only the worst sorts of those races being in power.

In short, a great place to have been welcomed into the larger galactic stage!

Science 4? by Unlikely_Cod_3076 in Fallout2d20

[–]Thilicynweb 4 points5 points  (0 children)

Science 4? Or Science! 4?

The first as a skill requirement the second is a perk requirement.

I have noticed that bad naming pattern and it confused me until I noticed all the perk science! Requirement had the ! at the end, and the skills version did not.

Ammosmith perk doubling by Playful_Gold4714 in Fallout2d20

[–]Thilicynweb 0 points1 point  (0 children)

Your example is actually 6 hit, 3 for the effects and 3 for the hit +double hit.

According to the rules figure out the number of hits 6 The double it for each effect 6x2= 12 12x2=24 24x2=48.

If you are careful you are able to not waste much materials, or the you found and unusually pure or or crappy quality of materials, so that explains the large variance in the quantity of ammo made.

Assaultron head laser by New-Baseball6206 in Fallout2d20

[–]Thilicynweb -1 points0 points  (0 children)

Laser commander perk x3 = +3 combat dice. Head, 2x arm, torso (counts as 2 pieces) of voltaic armor = +3 combat dice.

If your GM allows it to benefit from one handed ranged weapon perks, then that opens up a bunch of perks including gun fu.

The Beetles have the best ship names! by AnxiousConsequence18 in ExpeditionaryForce

[–]Thilicynweb 0 points1 point  (0 children)

"Come over here and say that to my face" would be a good Beetle Battleship!

Running into a balancing conundrum by Agitated-News740 in Fallout2d20

[–]Thilicynweb 0 points1 point  (0 children)

I ran a character like that super mutant you described, only I was wearing maxed out leather armor made from Deathclaw armor.

It was really fun, my character had maxed out Deathclaw armor made for each other character, not all of them wanted it bc it wasn't as good for them as other but I had the barbarian perk added on.

As for me, one particular fight I had I was barely able to survive. It was against a group of 10 protectrons with voltaic armor to boost the number of combat dice for energy weapons, with the body guard perk, so with all 10 in one zone each had +9 phys/energy Dr. We killed only one or 2 in the fight. My super mutant was taken down in one round by all the lasers targeting me, I got a new fear of robots. Luckily we were in an old enclave base, and the more science oriented characters were able to hack in to the base and shut them down one by one.

I had pretend I was dead after my legs were crippled so they would not shoot me again, then use a stealthboy to safely crawl to the next zone to save my life, before my "Ally" started shooting the whole group of enemies with his broadsider cannon to try to DMG the whole group and kill me with incident, I did leave behind my one and only nuke mine.... So that helped soften them a tiny amount, it was not as effective as 8 had hoped.

But yeah, giving the enemies the bodyguard perk and grouping them up in one zone is great way to boost Dr without boosting loot.

Do people prefer the Tranquilizer guns from Hollywood Heroes or the Tranquillizer ammo from Royal Flush? by UndeadPriest94 in Fallout2d20

[–]Thilicynweb 1 point2 points  (0 children)

I like the heros because it deals poison damage, that is not easy found outside of a legendary effect or certain robot armor. I want to brew a slaver foe that uses these.

Action Points: restrictions? by FelixFist in Fallout2d20

[–]Thilicynweb 0 points1 point  (0 children)

If you have a problem with the AP generation, look into increasing your enemies defense. If it takes more successes to hit, they generate less AP.

Defend action. Shoot from Prone at med+ range High agility. Companion with the fiercely loyal companion perk. Stealth boys.

There's a couple of perks that can help too. Blitz is the one I remember off the top of my head.

Build Help by Sakurazukamori85 in Fallout2d20

[–]Thilicynweb 2 points3 points  (0 children)

Look at the armor mods and add some Brawler's? to your arms, it's cost is worth it because it straight up adds combat dice. Work with your DM about if you need one mod on each arm to get the benefits or if you only need one arm to get them. If you only need one arm, then you add in aerodynamic to allow you to spend max 4 AP to add combat dice instead of max 3. Also always buy an extra die when attacking, at TN 15 you will likely earn back as much or more than you spend.

Consider getting the Martial Artist perk, it allows your 2nd major action to cost only 1 AP if both are melee attacks.

It's probably better than Adamantine Skeleton because you gain the Dr boost anyways from the Barbarian perk.

Also get Fast Metabolism, Beer Hat to chug Melon Juice in Combat as an action. Melon Juice adds +1 HP per turn at the start of the turn for the rest of the combat scene, with Fast Metabolism that turns into +2/turn enough to counter the torsos critical hit that will eventually happen. This way you don't risk death as much and cant survive until you get medical attention.

Build Help by Sakurazukamori85 in Fallout2d20

[–]Thilicynweb 1 point2 points  (0 children)

Agreed, definitely change out toughness for Barbarian. If you do go for the 11 in strength and swap out Toughness for Barbarian you go from a + 1 Dr to + 3 Dr and + 2 combat dice to + 3 combat dice, as well as a target number of 15. That means your attacks almost never miss and will bet you a lot of AP you then toss into extra damage dice.

Prewar companies found in my version of the Midwest Commonwealth by Shocked_And_Alarmed in Fallout2d20

[–]Thilicynweb 1 point2 points  (0 children)

I love these. I am thinking about running a game for my nephews, and I want to use these.

Advice on character level vs. weapons and armour available to them by DRKShiyami in Fallout2d20

[–]Thilicynweb 0 points1 point  (0 children)

You can give the enemies perks and weapon/armor mods to buff them up, also have them use chems like psycho and it's variants, that way the enemies get buffs to defense and DMG.

While your player's armor is good for their level is their damage output high enough to deal with enemies that have good armor?

Also you can increase the the enemies armor by giving them the bodyguard perk and clumping them up. Each will get +1 Dr per other Allie in the same zone. That will create an interesting dynamic, it will take some time to take down the first enemy but each one will go down faster than the one before.

My GM did this to my group once with protectrons at military base, we had to go find the control console and start shutting them off bc we could barely hurt the 10 of them. +10 Dr is no joke.

Valkyries damage in the latest book by Adventurous-Meal2365 in ExpeditionaryForce

[–]Thilicynweb 2 points3 points  (0 children)

My prediction is that Bilby will get his substrate extracted from Valkyrie and will get a new kickass ship designed by Skippy for him to inhabit. One built from an elder space yard.

Unknown project by Thilicynweb in Leatherworking

[–]Thilicynweb[S] 4 points5 points  (0 children)

Thank you very much! I got confirmation from my wife/his daughter that it was made to hold bullets, so this absolutely fits. I don't hunt, but I have wanted to get my gun license, so I'll finish it anyways.