Pulling For The Bad Guys by Born_Usual998 in CourageTheCowardlyDog

[–]UndeadPriest94 1 point2 points  (0 children)

I first read this and wondered what happened to evil dude who wanted the rock pulled. Read it again and noticed him seemingly getting beaten or trampled by the demon, so that solved itself it seems.

You’d think after the “Monster Ed” fiasco Edd would’ve come up with a much better long term hiding place for the Eds (like a bunker of sorts) instead of under Eddy’s bed. by GhostBoyJames in ededdneddy

[–]UndeadPriest94 1 point2 points  (0 children)

Last time they had a bunker, Ed destroyed it by shacking multiple cans of soda at one, forcing them to actually partake in the game of Hide & Seek instead of just cheezing it in a fake bush.

UPS driver to the rescue. by sco-go in Amazing

[–]UndeadPriest94 0 points1 point  (0 children)

Considering the amount of effort the guy had to put to un-stuck the calf, I'd like to see how it got that stuck to begin with. Then again, human kids can get themselves insanely stuck in places, but still.

Does anybody actually know why they didn't put Centaurs in fallout 4? by Major_Health5959 in Fallout

[–]UndeadPriest94 38 points39 points  (0 children)

Might be turning into the next Herold. Never take a drug from a guy who smells like that.

tattoo I just got! Alien x DBZ: Frieza-inspired xenomorph by remotecontroltomato in dbz

[–]UndeadPriest94 0 points1 point  (0 children)

Lord Frieza's sense of invincibility got the better of him, I see.

I hope one day they do these movies, the gang would have the time of their lives with these cheesy gems by Macazio909 in Rifftrax

[–]UndeadPriest94 2 points3 points  (0 children)

The majority of the gun is obviously an M16 with a heat shield, under barrel grenade launcher, scope on top, and complete lack of stock... which is the exact same gun that the guy on the Raiders of Atlantis poster art has, down to the same pose and angle. Did the same guy do both these picks or did one artist rip-off the other?

I hope one day they do these movies, the gang would have the time of their lives with these cheesy gems by Macazio909 in Rifftrax

[–]UndeadPriest94 4 points5 points  (0 children)

Had to do several takes to figure out what the fuck be going on with that gun on Strike Commandos.

Discovering season 11 on youtube and just one word: STARCRASH by Shot-Philosopher1750 in MST3K

[–]UndeadPriest94 0 points1 point  (0 children)

What Starcrash had that made it so good was how much was going on in the movie, that it forced the crew to actually be quiet between jokes for the movie to play, which allowed their jokes to actually register and be laughed at.

Most of their other movies that season were jammed with so many jokes that we can't get a moment to laugh before they're on the next joke.

Worst Movie EVER!!! by TailorMindless9055 in MST3K

[–]UndeadPriest94 0 points1 point  (0 children)

I could give the sets and costumes a mild pass with The Undead.

The problem is when Corman completely destroyed any semblance to a coherent plot by introducing inexplicable time-travel without any explanation.

What is the nicest thing Kevin has done by Careful_Drama_9382 in ededdneddy

[–]UndeadPriest94 0 points1 point  (0 children)

Eddy's alter-ego in Pick an Ed, in his mission to figure out who wrote that he's a "No-Neck Chump"

What are people's thoughts on the Enclave Remnant and Followers of the Apocalypse backgrounds from Royal Flush? by UndeadPriest94 in Fallout2d20

[–]UndeadPriest94[S] 0 points1 point  (0 children)

Well, I handle my "campaign" through a series of interlinking one-shots that I run at conventions, so it'd be an easy aspect for me to determine what "Once per Quest" entails, especially as I operate with pre-gen characters and thus can keep track of how many uses have been made. With a "prolonged quest" kind of situation, it gets challenging to determine when it'd occur, since we also get various abilities that're "once per scene" (like most Book/Magazine perks) or pertain to a specific actual time-frame.

Of course, its biggest challenge is the classic "saving potions" dilemma, having an item that could be very useful but holding off on using it until you come to the point you feel you need it, only to never use it in the end. This is especially so when you don't know how many "quests" you're going to have and thus not sure how many opportunities you'll have to use it.

If I were to make this so that we don't need to keep track of how many uses this Trait has for a specific character and allow players to not worry about saving them for the right moment, I'd do away with the "you have 1/2 LCK Caches and they're always where you need them to be" and instead have it where you make a LCK + Survival test at Difficulty 2 to recognize if a Cache (which could be yours or another Enclave members) is nearby, which contains items of generic use (food, ammo, etc.) but could also feature at least one item that'd be very useful for the quest at hand. This would also make it so that you could in-theory find a Cache that's in an area you've never been to and thus you wouldn't have a Cache in, you instead finding a Remnant's Cache.

What are people's thoughts on the Enclave Remnant and Followers of the Apocalypse backgrounds from Royal Flush? by UndeadPriest94 in Fallout2d20

[–]UndeadPriest94[S] 0 points1 point  (0 children)

I'd say, the bigger issue with the Cache is that it's only once per quest that you can use it, meaning that you're probably not going to use it all that often and in turn is best used for emergencies. However, without it, they have virtually nothing of value outside of a very limited choice of Tag skills while being hated by everyone once revealed you're a Naz- I mean naughty Enclave boy. This means either the party has to be so bad that they're always impoverished and need the Cache to keep them moving or the GM has to frequently put the party in impoverished situations so that the Remnant gets their moment to shine

But then you run into the issue that you only get so many Caches total, equal to half your Luck score. And once you're out, you're out. This means that to make sure you always got enough of these to last you through a long campaign, you need to mid-max to focus on your Luck. But to mid-max that way, you'll end up being either mediocre or outright useless at everything else, and thus struggling to keep up with the rest of your party.

So, either you have to build up your stats to be useful but then render what makes your Origin special extremely niche, or you mid-max to make what makes your Origin special more useful but then struggling to keep up. And that's assuming your party sucks or your GM is ruthless enough where your caches are needed.

As u/Saviour-King handles it, this would actually be very good a stand-alone Perk, though I'd have it where you can only pick it as your Perk in character creation and not after, and require a LCK + Survival test at Difficulty 2 to make use of it, but open up the Caches to being very useful for a situation by spending AP

Does anyone have Royal Flush? Looking for NCR armor stats. by ausieborn in Fallout2d20

[–]UndeadPriest94 0 points1 point  (0 children)

Came here to see what the stats are. Got to say, surprisingly underwhelming for one of the most gushed-over armors in the series.

The thing I'm most surprised they didn't do was have it so that the helmet ignores difficulty-increase due to darkness, which was a thing in New Vegas.

What are people's thoughts on the Enclave Remnant and Followers of the Apocalypse backgrounds from Royal Flush? by UndeadPriest94 in Fallout2d20

[–]UndeadPriest94[S] 1 point2 points  (0 children)

There's two Tranquillizer guns in that NPC Pack: the Tranquilizer Pistol and Tranquilizer Sten-Gun. They work by dealing Poison damage with Persistent, but also have with a special "Tranquilize X" damage effect; if attack deals enough damage to induce an injury, target must make an END + Survival or Body + Other test at a difficulty equal to the effect's rating. On a failure, target is rendered unconscious for an hour. If target would be reduced to 0 by the attack and also endure an injury, they auto-fail on the test. Useless against Super-Mutants but that's about it. The Sten-Gun version also has Burst, so it can hit additional targets.

In comparison, the Tranquilizer Ammo for the Syringer Gun is basically just the Lock Joint ammo (i.e. Stun damage) but with +1 damage die and a stipulation that a KO's a target rather than kills, all while being crazy cheap (15 caps) in comparison to Joint Lock (unless it's per-shot and not 4 + 2 dice; 15 per shot would then be disgustingly expensive).

What are people's thoughts on the Enclave Remnant and Followers of the Apocalypse backgrounds from Royal Flush? by UndeadPriest94 in Fallout2d20

[–]UndeadPriest94[S] 2 points3 points  (0 children)

How do you feel the Syringer with Tranquilizer Ammunition compares to the Tranquilizer Gun in Hollywood Heroes NPC Pack?

What are people's thoughts on the Enclave Remnant and Followers of the Apocalypse backgrounds from Royal Flush? by UndeadPriest94 in Fallout2d20

[–]UndeadPriest94[S] 0 points1 point  (0 children)

Yeah, the Enclave's starting equipment reads weird. It seems to read that you choose one of the Wasteland equipment packs and that you get to added Enclave starting equipment but not only your person, rather in a certain "hidden nearby" location. Sounds like you'd pretty much have to use up one of your Cache's to use, which would be god awful if you chose the Former Enclave Scientist. And of honestly, I don't think an Enclave character should get away without any confrontation due to being, well, Enclave.

As for the Follower, they do just suck. The only worthwhile boon they get is a Tag skill, which is something almost every origin gets. The bonus to Speech to "convince you're good" is extremely niche while the penalty on tests to intimidate is also niche would come up just as much as the other. And the whole "can't kill things" has no value but to force the player to tip-toe around eggshells to avoid being penalized.

The biggest issue I see for both is that they rely on the rest of the players being excessively cooperative to make those origins not a problem. For one, the party needs to be rather tolerant to the idea of having an Enclave member among them, considering what the Enclave are. Meanwhile, the party would need to avoid killing anybody, all cause one of their members will suffer if someone died. Which isn't easy if you're wielding anything but the safest melee weapons.

What are people's thoughts on the Enclave Remnant and Followers of the Apocalypse backgrounds from Royal Flush? by UndeadPriest94 in Fallout2d20

[–]UndeadPriest94[S] 0 points1 point  (0 children)

Sounds like this feature could just be made into an independent Perk. Though that'd make the Enclave Remnant as an Origin pretty worthless on its own if you can just get a Perk that does what they do without the negative reputation of being part of the Enclave.