Killer Cyborg wrote:Dead Boy wrote:Now, you get back to me when you find any citing, (and I do mean ANY), from any Palladium Book published in the past 20 years that specifically deals with the rules covering melee combat's equivalent of the called shot. ANY!!!! Because till you do, you have nothing to stand on to back your case countering the use of the Close Range Attacks rule in an expanded capacity.
Because somehow if I don't come up with rules dealing with melee called shots, because there aren't any, then this somehow negates my position that there are no rules for dealing with called shots in melee...?
Correct. Any Palladium book ever published in the entire history of the company from any Palladium game will do nicely. Happy hunting.
If you don't like it, find me something better. No citing, too bad. Till then, the consensus here is in agreement with me that the rule is applicable outside of Vampire combat.
But if it makes you feel better, I'll sent Kev a PM and ask him what he thinks since he is the ultimate authority on these things.
Killer Cyborg wrote:The rule you're quoting is under the heading of: Penalties to strike a Vampire's Heart.
... and you can't possibly see how that would be considered a melee called shot? That's just sad, dude. I'd suggest you step back and reexamine the logic of what you just said.
Now, with no further objections to Part One of Rumble in the Coliseum, I now present to you
Part Two: Hysteria in the Hypogeum(Note: All rolls to hit, parry and dodge in the following were determined using DiceLab 2.0 freeware to remove all personal bias. All damage values continue to be average
The Psi-Stalker, full yummy PPE goodness, looked to where the other Fenry Demon Wolf went and saw the hole in the Coliseum floor where it landed and crashed through. Then he glanced back at the other Fenry, now dead, and noticed that the place where the plasma grenade went off not only misted the monster’s head, but also blew a hole of its own in the sand-covered floor. Not being stupid enough to follow directly where a trap could be waiting, he ordered his three surviving Dog Boys to check out the hole on their end.
The Boxer withdrew his flashlight and scoped out the dark cavern below. Below he could see the floor some 20 feet down along with several visible rams, pulleys and cages from his vantage alone. With that established Bloodhound quickly pounded two spikes into the floor with his small utility hammer while Shepherd prepared his rope for them to climb down it. They considered tying the rope off on the 700 pound body of the dead demon, but it had already began to smoke and deteriorate, so it was obvious it wouldn’t be there for long. With the rope secured to the two spikes the Psi-Stalker was the first to slide down into the understructure. The dogs were quick to follow, each taking up defensive positions, but know they have time for any further preparations as their psychic senses tell them where the Ferny is and how far away it stands. With a hunting strategy in mind, the Psi-Stalker tells his dogs, “We all saw what that other one did to Dobie. We need to take this one down quick and dirty. Boxer, get your Neural Mace ready to go. You and me are going to try to put the whammy on him. But he doesn’t look receptive after the first few hits, back off and go to the gun. … And be careful of those claws, guys. Me and Shepherd will stay up front and take the heat, but he’s quick so stay on your toes. ” With the battle plan set, the pack went hunting following the demon’s strong scent of the supernatural and the raw evil it radiated.
Across the hypogeum, the Ferny stews and plans, while allowing the wounds he suffered to heal at their substantially accelerated rate. After a few minutes, he stands on all fours and proceeds to Prowl (35%) as best he can, tracking his prey. Specifically, the Demon Wolf locks onto the smell of the blood of the slain dog-thing that spattered on the others who were standing nearby when it was decapitated by Kil-rah. That’s all he needed, just a trace amount to know where they were. Cautiously, he neared, sensing that they too were closing in on him.
After a few minutes for cat and mouse, (both parties believing the other to be the mouse), Shar-payn and the Dog Pack caught sight of one another. Shar-payn could see that this time there was no fear in their eyes (the Horror Factor card has already been played), and this time they were read for him. However he had a few tricks he could pull out of his orifice as well. Being able to smell their close proximity well before they could see each other, Shar-payn used the time to warm up his power of Intuitive Combat. However, if he were sensitive to psychic powers as the dogs were, he would know that the German Shepherd was doing the exact same thing.
Skirmish 2 ~ Meleee Attack 1: Shar-payn has the initiative this time around and begins to charge the dogs. As he rapidly closes the distance he also activates his power of Telekinesis, dumping in a large investment of IPS in the process (16 ISP). The dogs in return open fire with the weapons they have drawn. Psi-Stalker and Boxer take the front of the staggered 2x2 formation, (the corridor will not accommodate more than two at a time effectively without crowing and blocking the back row’s shots), each with a neural mace in one hand and a pistol in the other, (a C-5 pump pistol & C-18 laser respectively), while Bloodhound and Shepherd have their rifles up and ready to go. They fire at the charging beast, with Shepherd missing the mark (randomly determined who missed; sum of averaged damages = 40MD taken).
Skirmish 2 ~ Melee Attack 2: Shar-payn feinted a claw strike, but instead reached out with his mind and locked onto Shepherd’s C-14 rifle since it and it’s vibro-bayonet gave him such a hard time last fight. With 100 lbs of force, the rifle was telekinetically yanked from his hands and held aloft some 10 feet above Shepherd’s head, near the high ceiling. In response, without missing a beat, Shepherd drew his C-18 and opened fire (Wild Shot, -6 to hit, less +3 WP, nets -3 to hit). Shepherd’s shot misses the mark again while Bloodhound’s laser pulse nails Shar-payn between the eyes (not a critical hit, and no listed MDC by location, so just 21 MD). As that happens Psi-Stalker and Boxer go in low, both hitting the Ferny with their Nerual Maces. The lack of effects are obvious given what usually happens (even when the target make a successful save,
something usually happens, especially with two hits) instantly leading the Psi-Stalker to realize that the maces will have no effect on this prey. It’s not the first time this has happened, but the Stalker curses that it didn’t. He and his dogs really needed a break today. “Fall back, Boxer!” the Stalker orders, as he remains up front.
Skirmish 2 ~ Melee Attack 3: Shar-payn jogs to the left as far as the corridor will allow so he can get slash in on the Boxer’s exposed bare arm, not covered by his partial armor. However the Boxer (+6 to Parry vs +5 to Strike; again randomly determined) manages to put his Neural Mace between himself and the claws, (mace has 100 MDC, so it’s good for 10 or so direct blows and an infinite number parries). Boxer backs away from the threat, leaving Psi-Stalker to take the front alone while the three dogs provide support fire from behind. All four members of the Dog Pack’s shots hit the Ferny, with Shepherd scoring a critical hit (randomly determined, inflicting 50 MD altogether)
Skirmish 2 ~ Melee Attack 4: Shar-payn, sensing that he might not survive another volley of blasts (present is MDC: 39), decides to take heed to the old saying, “he who turns and runs away, lives to fight another day.” So with a grunt and a spring of his hind legs, he makes a vertical leap headlong into the ceiling. With a bang Shar-payn rams through the wooden structure sending a rain of splinters, shrapnel, and sand falling in his wake. Though the others cease fire, Shepherd, using his supernatural-sensing sense, takes one last shot at him blindly through the ceiling as where he suspects the Ferny landed, (-10 blind shot) but the laser hit nothing but air on the other side.
The dog pack takes stock of what happened. It’s obvious to them that the Neural Maces won’t work, but it has become apparent that the monster is incapable of facing their fire for much more than ten seconds at a time. Psi-Stalker orders them back to the rope line so them can pursue and finish the job, but also tells them all to reload along the way so they can keep the heat on. Shepherd looks around for his C-14 but discovers that it is gone and nowhere to be seen. Consequently the Psi-stalker gives him his CP-40 to use instead.
Above Shar-payn stands under the blazing sun and the cheering crowd hoots and applauds his return to their viewing eyes. But the Ferny ignores them. Though annoying, he has bigger concerns. Instinctively he knows on some level that there is some unseen force keeping him inside the battle area of the Coliseum floor. It was just a fluke that he was able to get down into the understructure at all, (and as it turned out, a very fortunate one because he would have been as dead as fried chicken if not for the ability to get out of the dog’s line of fire). As his wounds begin to heal anew, again, he ponders why he wasn’t able to sneak up on his prey. He rolled a 01% on his Prowl skill after all. It should have worked! Clearly Shar-payn needed to know more about these dog-things. And with a thought, the confiscated C-14 rifle that he took with him levitated into the grasp of his paw-like hands. The Ferny closed his eyes and began to use the power of Object Read. In a matter of moments his mind’s eye began to see and tell him of the “Dog Boy’s” ability to track and kill monsters such as he… especially with the Dog Boy’s amazing psychic tracking powers. “Bingo.” Shar-payn smiled.
Below in the hypogeum, the dogs and Psi-Stalker reached the rope. Reaching out with their sense they could feel the demon was still a ways off. “Ok, Shepherd, get up there and secure the area while we follow.” In response Shepherd renewed his power of Intuitive Combat and scrambled up the rope. Half way up, his sense of where the wolf-monster suddenly began to disappear! Was he moving out or range? Was he teleporting? What was going on? After a moment, even the presence of the monster’s ‘evil’ could no long be sensed. Below, the same questions were being asked by the Dog Pack as they lost track of the demon as well. (Shar-payn activated Mask ISP & Psi, Mask PPE, Alter Aura, and Mind Block; and is now undetectable to their automatic senses, as per the results of another topic recently discussed). “What the f*** is going on?!?” the Psi-Stalker rhetorically asked, looking around in dismay. In the back of his mind, though he knew this was
technically possible, he had never come across any monsters with all the psychic powers necessary to pull it off. It was such a rarity, this sort of scenario was only briefly covered in his training… What did his instructors say again?
Shepherd reached the top of the rope and flung himself onto the sand-covered platform, instantly looking for where the beast was. The crowd roared upon seeing the dog, since that meant that the show wasn’t over yet, even if some booed angry about not being able to see all of the action thus far. The German Shepherd looked all around his position, but there was nothing to be seen! Quickly he yelled down the hole, “He’s not up here!” With the jolt of that alarming information, the Psi-Stalker remembered what his instructors said; use the power of Presence Sense, (random 1 in 24 chance each one has it), which of course none of the dogs nor the Stalker had.
Just then the Bloodhound started sniffing the air as a few stray molecules entered his nose, and the Boxer’s ears reflexively turned in the direction of a noise inaudible to the Psi-Stalker. “He’s dowwwwn heeeere.” the Bloodhound sung, shouldering his CP-40 in anticipation. With the Boxer halfway up the rope, the Psi-Stalker had to make a snap decision and ordered the dog to slide back down… but it was too late. With lighting speed the Ferny Demon Wolf sprung from the shadows of the hypogeum’s maze and pounced.
Skirmish 3 ~ Melee Attack 1: Shar-payn thinks he’s about to enjoying a surprise attack this time, using his speed and concealing combination of psychic powers to catch them as off-guard as the Dog Pack is going to get. As soon as the dogs were in sight, he leapt into the air full force, jaws wide open, with the Boxer in his sights. This is not a close quarters attack (launched from greater than 20 feet away), so he can’t make a Directed Strike at any particular body part. However, the Boxer’s power of Sixth Sense goes off while suspended in the air, holding on to the rope, and easy pickings. Having seen what theses monsters can do in close quarters and having no means of parrying the attack just now, he lets go of the rope and hopes gravity will move him out of the way,(in game terms, he makes a Dodge). Despite his efforts and above average odds of making it (+1RCC+3HtH+1Skill+3Sixth to Dodge vs +4RCC+1PsiIC to Strike) Boxer was clotheslined off the rope with a heavy swat (14 MD) and carried to the ground with a heavy thud. Boxer found himself flat on his back with the Ferny perched on his chest, its heft heavy on his armor’s breast-plate like a ton of bricks. Bloodhound and the Psi-Stalker, both also benefitting from his power of 6th Sense, weren’t taken entirely by surprise either. After having tracked the Fenry’s leap with the muzzle of his rifle, he let loose a pulse of laser light. Unfortunately it missed the mark. Stalker’s shot on the other hand landed on the demon’s hind quarters. (14 MD)
Skirmisn 3 ~ Melee Attack 2: With the Boxer held under the Ferny’s 1000 pound girth for the moment, secured by one paw, Shar-payn splayed the claws on his other paw and slashed at the helpless Dog Boy’s unprotected throat. In his defense, Boxer raised a vambrace-armored arm to try to block the slice. Shar-payn’s claws were greeted by a set of humming vibro-claws affixed to the vambrace, specifically designed for rapid deployment in situations much like this where split-seconds count. With the demon’s back to them, presenting a tempting target, the Psi-Stalker and Bloodhound opened fire with impunity, both scoring hits (35 MD). Shepherd up above needed only to move to the side of the hole to gain the perfect shooting vantage. After firing at the Fenry’s hip (21 MD inflicted) Shepherd cried to the heavens, “WHY?!?!? Why doesn’t this thing have a MDC by Location chart like the rest of us do?!? That way we could just shoot his friggin’ legs out from under him so the mother hummer can’t just leap away again! And for that matter, why oh why are we stuck starting newbie weapons, when as 5th level characters we would have surely by now beefed up our gear to something more diversified and effective as suggested in Lone Star. Page 48 that clearly states that
Dog Boys in the field often add/purchase other unofficial, non-Coalition weapons for their personal equipment. That way we’d have at least one NG T-8 Taser Rifle which states in no ambiguous language that its stunning effects work on the supernatural. Even a Net Gun would be something! Flash-bangs, Olterk mace, friggn’ MDC duct tape… ANYTHING!!! And why is our complement of dogs so mundane? Had we even a single Kill Hound we might have more options. Why has the orchestrator of this scenario tied our hands in such a way that we have none of the options, and can employ tactics, that we would in a normal game setting? Is he deliberately trying to tilt the tables so it’s impossible for us to win?” With that out of his system the German Shepherd regained his composure and went back to the job of killing the demon as though his ranting were nothing more than a Shakespearian soliloquy that had in fact taken no time at all.
Skirmish 3 ~ Melee Attack 3: Shar-payn decided to take the pain from the others and finish off at least this one dog, and tried to take a sizable bite out of Boxer’s face. Again the vibro-blades affixed to the Boxer’s vambraces deflected the attack, just narrowly. While the others fired into the Fenry’s back and hind quarters, (with Shepherd’s shot hitting the well, making for 35 MD), Boxer tried something different. Using his Wrestling skills, he tried to use leverage against the beast and twist himself into a pinning position. While he made progress (natural 6 on a D20), he failed to make it work.
Skirmish 3 ~ Melee Attack 4: Shar-payn began to feel too vulnerable and decided to try to escape once more. Though not too hurt (down to 45 MDC), his prey’s weapons were too powerful and could finish him off if he stayed and pressed his luck. So, as he did before with great success, he gave his hind legs a powerful thrust, propelling himself through the ceiling of the hypogeum where the Dog’s guns would not be able to shot at him for a while longer. Again with a crash the Ferny smashed a hole in the Coliseum floor to the cheering crowd’s delight, but this time he was not alone on top. Shepherd didn’t so much as blink, half way expecting this given the demon dog’s history of hit and run tactics. The Dog Boy drew a bead on Shar-payn and lit him up. (21 MD taken)
Skirmish 3 ~ Melee Attack 5: As the rest of the Dog Pack scrambled to get up the rope, Boxer first, Shar-payn found himself with a choice to make. Make a hole to escape through again, or take this dog out … this mortal, squishy, annoying, dog-thing who was all alone, and worse yet, made him look bad before. When he thought about it that way, his deevil pride offered him no choice at all. Shar-payn turned and charged Shepherd head on, using his fantastic speed to close the gap in no time, paws first to put the thump on him. However, like before, because of the range Shar-payn could not land the blow on any of the dog’s unarmored parts. Shepherd took a solid wack to the shoulder (14 MD), but was still in good shape; till then his armor was still pristine. The Dog Boy quickly countered with a pulse from his laser rifle at point blank range, burning the demon’s eye out of its socket (call it dramatic effect; 21 MD).
Skirmish 3 ~ Melee Attack 6:: The Psi-Stalker (being the only one with any attacks left) saw the Ferny return to fight Shepherd by the hole and spied it standing near the opening just overhead. Seeing a target of opportunity, he took quick aim with his C-5 and squeezed the trigger. The explosive round went through the bottom of Shar-payn’s chin and blasted his brains out of the top of the Ferny’s head. The Demon Wolf staggered for a moment and then collapsed unconscious. Immediately after the sound of the Ferny’s body made its distinctive 1000 lb thud on the ceiling above, the Psi-Stalker screamed at the top of his lungs, “KILL IT!!! KILL IT NOW!!!” Shepherd wasted no time and emptied his weapon’s clip throughout the entire next melee round just to make sure the Ferny was dead, even though the first pulse was enough to do the trick.
Post-Fight Analysis:Firstly, the Ferny only had a chance against the Dog Pack because of their innate bio-regen power and hit & run tactics. Tactics that were only made available by Lenwen by making the hypogeum (underground structure) of the Coliseum accessible after it became apparent that even with a seemingly stacked deck, (only 4 dogs when 6 -10 is more likely in a pack, starting equipment only, …), that the Dog Pack would win every time despite this.
Secondly, ultimately it came down to two factors that couldn’t be overlooked, them being what few skills and options the Pack had left to it and the Ferny’s own pride. When it came to what the dogs could do, after the hit & run tactics were employed, their best bet was to try to incapacitate the Ferny somehow. Lacking the strength to do that against the above-average strengthen deevil, and lacking a Kill Hound or two who could just muscle it around, their best bet was the use of the Wrestling skill and its ability to Pin. This pin, as described in the book, is inescapable by the rules. Though the Ferny might have been able to kill the dog pinning him, it would have bought the rest time to mist him into a bad dream. I also considered using various Holds on him but the problems there were none of them were level 7 (where Holds become available in HtH Martial Arts), and the question of whether those with the Wrestling skill have access to Holds.
The other factor that had to be taken into consideration was just how long would the Fenry suffer the humiliation of having to run away from petty mortals. The Dyval book goes into a fair amount of detail in its earlier pages on how they look down on mortals and see them as lesser beings. So given the right circumstances, would an above average powered Ferny Demon Wolf (who are not all that bright in the first place with an average IQ of 9) back down from a single mortal foe even if it were injured? Ultimately, given that they are proud, contemptful, animalistic, and immortal, the answer has to be ‘no’. And that’s why Shar-payn died in the end.