9th Jun 2021, 12:00 AM in Sins of the Past
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Author Notes:

9th Jun 2021, 12:00 AM
Given the existence of a Pilot class, one would expect this game to have a fairly comprehensive set of vehicular combat rules. And you would be right. However, Terrence was sadly the expert on those rules, and they tended to be more "vehicle vs. vehicle" than "vehicle vs. person", so Kevin's being a bit generous with it.

Plus, as you can see, it didn't matter much anyways.


9th Jun 2021, 7:52 AM
If ramming doesn't work, you weren't going fast enough.
Therefore, always strap jet engines to the back of your car.
9th Jun 2021, 8:40 PM
Wise words to live by.
10th Jun 2021, 12:51 AM
Man the more I hear about this imaginary system, the more I love it, which is weird cause crunch games terrify me. It's just the options! So many options, it's enticing!

Anyway, so I wonder about the new Iron Man suit-when did Rob have time to build it? Were the players given downtime between campaigns/sessions that they could use to craft stuff?
10th Jun 2021, 8:37 AM
I feel that, options are the main reason I was bummed out when my friend circle switched to 5E. As much as I appreciate the improved quality of life rule changes, almost none of my pre-existing Pathfinder characters can be moved over without copious amounts of homebrew.

And yeah, there was a six-month jump in-game between the first campaign and this one. Most notably, Tony signed the company over to Pepper and retrained his Executive level to another level of Artificer, but being Tony, he also took the time to build more suits.
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