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Post by GM on May 29, 2013 21:25:55 GMT -5
Influence is spent as a group and all decisions to spend influence must meet two thirds majority vote, which is ten votes. Sustained modes affect the whole group. All bonuses are cumulative.
Influence: 52,950
Melee Training 1 - Plus 3 to melee attacks. 1,000.
Ranged Training 1 - Plus 3 to ranged attacks. 1,000.
Understanding 1 - Plus 3 to support or healing rolls. 1,000.
Body Hardening 1 - Plus 3 to constitution soaks. 1,000.
Resilience 1 - Plus 3 to will soaks. 1,000.
Virtue 1 - Plus 3 to reserves soaks. 1,000.
Skill Training 1 - .5 extra skill base. 2,500.
Swiftness 1 - Plus 3 to initiative. 5,000.
Courage - Plus 5 to all mind affecting effects. 8,000.
Genius - Plus 3 to all skill rolls. 10,000.
Melee Training 2 - Plus 5 to melee attacks. 12,000.
Ranged Training 2 - Plus 5 to ranged attacks. 12,000.
Understanding 2 - Plus 5 to support or healing. 12,000.
Skill Training 2 - Skill base increases by .5. 15,000.
Body Hardening 2 - Plus 7 to constitution soaks. 15,000.
Resilience 2 - Plus 7 to mental soaks. 15,000.
Virtue 2 - Plus 7 to spiritual soaks. 15,000.
Fortitude 1 - Plus 1 to max health. 15,000.
Swiftness 2 - Initiative increases by 7. 20,000.
Wisdom 1 - Plus 1 to max energy. 20,000.
Melee Training 3 - Plus 12 to melee attacks. 35,000.
Ranged Training 3 - Plus 12 to ranged attacks. 35,000.
Understanding 3 - Plus 12 to support or healing. 35,000.
Skill Training 3 - Skill base increases by .5. 40,000.
Fortitude 2 - Plus 4 to max health. 60,000.
Wisdom 2 - Plus 4 to max energy. 75,000.
Swiftness 3 - Plus 10 to initiative. 80,000.
Melee Training 4 - Plus 30 to melee attacks. 80,000.
Ranged Training 4 - Plus 30 to ranged attacks. 80,000.
Understanding 4 - Plus 30 to support or healing. 80,000.
Chemistry - Potions are double effective. 80,000.
Body Hardening 3 - Plus 20 to constitution soaks. 90,000.
Resilience 3 - Plus 20 to willpower soaks. 90,000.
Virtue 3 - Plus 20 to reserves soaks. 90,000.
Skill Training 4 - Skill base increases by .5. 100,000.
Piety - Regain an extra 2 energy during recovery. 100,000.
Skill Training 5 - Skill base increases by .5. 300,000.
Fortitude 3 - Plus 10 to max hitpoints. 400,000.
Wisdom 3 - Plus 10 to max energy. 500,000.
Extra Ability Slot 1 - Extra ability slot. 1,000,000.
Extra Ability Slot 2 - Extra ability slot. 100,000,000.
Sustained
Berserk - When active add 50 to effect rolls and get two actions, lower soak rolls by half. 300,000.
Caution - Effect rolls go down by 50, everyone gets another reaction per turn. 100,000.
Agility - Add 25 to everyone's initiative, reduce soak rolls by 30. 125,000.
Calm - Execution roll difficulty goes down by 15, effect rolls go down by 35. 200,000.
Overload - Execution roll base difficulty goes to 200, moves critical on a 70-100. 800,000.
Purchased:
Melee Training 1 Skill Training 1 Skill Training 2 Skill Training 3 Swiftness 1 Extra Ability Slot 1
(Stop editing my pages Fred)
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Post by Frederic Bourgault-Christie on May 30, 2013 17:14:17 GMT -5
I vote saving until Skill Training 1.
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Post by The Black Beast on May 31, 2013 11:42:47 GMT -5
I vote for Melee Training I
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Post by criotos on May 31, 2013 14:34:51 GMT -5
I vote save for skill base.
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Post by slaughterfest on Jun 2, 2013 1:21:47 GMT -5
skill training 1
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Post by Gaizer on Jun 2, 2013 16:36:41 GMT -5
I vote genius. Save dat fluence
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Post by yukikaze on Jun 3, 2013 11:24:14 GMT -5
Extra Ability Slot 1 or Skill Training 1
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Post by GM on Jun 20, 2013 2:05:25 GMT -5
skill training was bought.
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Post by Frederic Bourgault-Christie on Jun 21, 2013 5:22:59 GMT -5
I edited it so that there's a section at the end in a bolded area that has what we've bought. I know that you modified it to say Bought, but I wanted it to be obvious.
My next vote is for Melee Training 1. We could benefit from it now and it'd help most of the team.
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Post by The Black Beast on Jul 2, 2013 20:25:01 GMT -5
Melee Training still. Assume my vote to always be the same unless we purchase the thing I vote for
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Post by yukikaze on Jul 2, 2013 20:28:14 GMT -5
my vote is for courage, doesnt seem like alot of people have good saves against mind stuff
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Post by Frederic Bourgault-Christie on Jul 2, 2013 20:58:52 GMT -5
[Copied from the Facebook:]
You know, my concern with Genius is that while it does certainly help me and anyone else who has to get a number of skills at low numbers, it's still not a huge improvement. It's 3 out of 100, which is a 3% adjustment beyond statistical noise. Similarly, Swiftness is basically the equivalent of three stat points in Dex, which admittedly is quite a lot better but still isn't much beyond statistical noise. Now, Swiftness will pay off twice when we get Quick and the Dead, but for now I still don't think it comes up often enough. Given how good of a tank I am, it's really rare that someone gets knocked out of a fight before they can act. I don't know how sessions are going when I'm not there, but given the Bruiser meta that ITM has embraced, I'd guess that between Ed, Alex's summons, and other meat shields, you're usually okay. Remember that initiative bonuses don't really matter past the first round. Given that almost no fight is just one round and no one is getting knocked out, initiative's sort of moot.
Melee Training benefits pretty much everyone (JJ doesn't use melee all the time but certainly does use it, I don't use it every action but I use it a lot and my DIO certainly use it, Alex's DIO certainly melee, Jeff melees in his superhero attacks, it seems that you melee decently often, Black obviously does, Mario obviously does, etc.), and the +3 pays off both in terms of increasing the likelihood that any damage is done (strike roll basically) AND the likelihood that more damage is done (damage roll).
Ed voted Courage. I actually like that, it helps anyone who's dumping Willpower. Not everyone's defensive trees include ways around mentals, and mental debuffs are also harder to purge. However, a) mentals don't come up all of the time (they do come up but I'd say Con checks are the most common) and b) some people do have decent defenses and purges.
[/end of Facebook:]
With 6,750 Influence, we could do a compromise. We could pick up Resilience 1 and Virtue 1 as well as Melee Training 1. That'd leave us at 3,750. We'd still only be a few thousand away from Genius, Swiftness, or Courage, and could still afford Understanding 1 for Alex. Resilience 1 and Virtue 1 would basically give everyone 3 to almost every kind of mind-affecting thing (since most mind affecting things will be Reserves or Willpower), PLUS things that are not mind-affecting that are psychic or magical or spiritual, for a fraction of the price.
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Post by slaughterfest on Jul 2, 2013 22:05:06 GMT -5
skill training 2 or swiftness
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Post by Frederic Bourgault-Christie on Jul 3, 2013 0:58:42 GMT -5
Remember: Anyone who wants to buy Swiftness isn't going to be going before other PCs more often, because the bonus is the same. All the benefit gives is the ability to go before the enemies on the first round. While that can be useful sometimes because it does let you save a reaction from Vigilance and be more likely to have Pray set up for defenses, for a +3 it's not going to pay off that often. +3 on melee will pay off for something like half of everyone's actions all of the time, instead of just once at the start of a fight.
So, so far it seems that we have far from a consensus. Blue and myself so far are voting for Melee Training; even if Mario and Black vote for it, that's still far from two-thirds. We have Anthony and Sid both seemingly half-voting for Swiftness. I strongly recommend we get something before the Blood Moon session.
Instead of buying Melee Training, Resilience and Virtue, why doesn't everyone who voted for Swiftness and Melee Training agree to buy both of them? The former benefits literally everyone, and the latter almost everyone. They're both going to be useful for surviving the Blood Moon. That'd be a voting bloc of Anthony, Sid, myself, and Blue, and would be a two-thirds if we get the support of Julian (who can use both), Black and Mario (who can certainly use both), and three other people.
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Post by blacktothefuture on Jul 8, 2013 10:19:01 GMT -5
Let's buy melee training at the very least.
After that I'd say Resilience and Virtue will be more worth it than a bonus to initiative. Since the big thing about the Blood Moon is how much influencee is up for grabs via nightmare I think that combined with what we'll have left over (3075) after buying the three we'll probably have enough to buy whatever anybody would want to save for afterwards.
PUSH NOW YOU PANSIES! You wanna fight a horde of fuckwits at any less than max?
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Post by yukikaze on Jul 8, 2013 14:09:40 GMT -5
alright, i think im shifting my vote, but i do think it would be wise to get all 3 of the soak lvl1 ones first (Body Hardening 1,Resilience 1 ,Virtue 1), then go from there, Melee Training 1
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Post by Gaizer on Jul 8, 2013 17:09:40 GMT -5
Agreeing with ed. Minus Melee training, but we oughta get alla soak
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Post by slaughterfest on Jul 8, 2013 18:30:02 GMT -5
yeah im gonna have to vote one the soak upgrades
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Post by Frederic Bourgault-Christie on Jul 9, 2013 22:03:03 GMT -5
I agree with Ed. It's 4000 points and literally everyone gets something they benefit from.
So I see the following votes:
Melee Training:
JJ (he needs to post here but he has indicated Melee Training) Fred Black Blue Sid Ed Mario
Each of the three Soaks:
Black [?] Fred Nash Sid Ed
Swiftness:
Sid Fred Mario
Skill Training:
Fred Sid Blue Nash Jesse Ed
We need four more votes for Melee Training and five more votes for soaks. I'll yell at JJ, some people holler at Alex, Julian, Anthony, Mario, Kaitlyn and Jessica.
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Post by GM on Jul 10, 2013 20:25:58 GMT -5
Most people don't roll a soak roll every fight, everyone rolls initiative every fight. Soaks really mostly help Fred where as initiative let's us go before said horde of fuckwits.
I'm throwing my vote for swiftness and melee training.
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Post by Frederic Bourgault-Christie on Jul 11, 2013 21:21:29 GMT -5
While in general everyone may not roll soak rolls, it's a reasonable assumption that on the Blood Moon we'll have so many opponents that pretty much everyone at some point will have to make a save or soak against something over the entire session. We can get whatever afterwards, but for the Blood Moon I'd say that the three soaks and the melee training benefit people the most.
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Post by Frederic Bourgault-Christie on Jul 15, 2013 11:54:11 GMT -5
Sorry for the double post, but now that we've hit Blood Moon, when Influence gets updated we should vote again. We should get Skill Training 2 if we can afford it, but if not we should get Melee Training, the soaks and Swiftness.
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Post by GM on Jul 16, 2013 23:09:09 GMT -5
throwing a vote for skill training, swiftness, and melee training.
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Post by Frederic Bourgault-Christie on Jul 17, 2013 1:59:38 GMT -5
I'll match that vote, we can get the soak ones as we pick up just a little more Influence.
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Post by blacktothefuture on Jul 17, 2013 14:29:20 GMT -5
I'm up for melee training, swiftness and skill training.
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Post by criotos on Jul 20, 2013 16:11:55 GMT -5
throwing a vote for skill training, swiftness, and melee training. I agree with mario here. My votes are for Skill training, Swiftness, and melee training Wrong account, That was me who posted that.
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Post by slaughterfest on Jul 20, 2013 16:50:55 GMT -5
skill training 2, swiftness, and melee training
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Post by yukikaze on Jul 20, 2013 19:46:15 GMT -5
skill training, swiftness, and melee training
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Post by The Black Beast on Jul 20, 2013 19:47:33 GMT -5
What Mario said.
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Post by Gaizer on Jul 28, 2013 14:29:03 GMT -5
What Blue said
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