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Page 939 in Cocoyashi Village
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Page 939

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Average Rating: 5
Number of people who have voted: 1

By the same author as Grand Line 3.5
Author Notes:



24th Dec 2016, 10:03 PM

Merry Christmas, everbody! ^_^

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23rd Dec 2016, 12:05 AM

worth it

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24th Dec 2016, 9:16 PM
"The Guy With The Face"

I was playing in a star wars rpg game I think it was the one that wizards published around 3.5 times. I was running a trandoshian whose back story was that he had been a prize fighter for some hut mobster and was now all washed up. I started picking up any feat I could that had to do with unarmed combat, and one seemed a little odd that basically made it so I could only make a single attack a round. By the end of the campaign we finally looked at my damage and realized I was matching the fire power of a tie fighter. I was the original one punch lizard man. Also I had a tendancy to rip off my spare arm to get reach or other silly tricks since it would grow back this includes throwing it and filling it with poison to feed to a crate dragon.

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23rd Dec 2016, 12:42 AM
"Yup, made the right call"

In any table top game, especially DnD or Pathfinder, we never really know what kind of moves we should give our characters, and it's only through trial by fire when we find out if getting said move was worth it.

Tell a story about how you or someone else got a move you/they weren't very sure of, but turned out to be VERY useful. If you have none, tell a story about you or someone else who got a move you/they thought would work wonders, but fell short.

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23rd Dec 2016, 1:51 AM

Would be story relating to last panel much more interesting?...

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23rd Dec 2016, 5:13 AM

Honestly, I think the quote "You are abnormally proud of that fire extinguisher" should be enough context for this, but basic explanation:

One of the characters (not mine actually) in a Mutants & Masterminds game I play in/DM for (we have three DMs who rotate out so everyone gets a chance to play) uses an Omni-Gun, which basically changes capabilities based on what the character needs at the time. Each option is specifically stated; however- it's not like a variable effect where he can do whatever he wants within PP limits- however, this character doesn't have much BESIDES his equipment, so he has a LOT of options on this gun. One of these options, which he stated for the heck of it, was a fire extinguisher. A lot of us wound up forgetting about that particular option... until something caught fire, and he dove RIGHT into action.

He was very proud of himself. The rest of us were laughing too hard to care.

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23rd Dec 2016, 12:22 PM

Sounds like one of the best sorts of Silver Age heroes.

Please tell me he had an 'instant party' setting on the gun, too. And one that provided food somehow (like a Meat Ray).

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23rd Dec 2016, 12:58 PM

"I'm gonna miss you meat vision!"

That was literally all I could think of when you mentioned Meat Ray.

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23rd Dec 2016, 8:26 AM

I made a sorcerer/arcane archer in Pathfinder once, because an arcane archer can apply zones centered on where their arrows land, even if said zones can normally only be centered on the spellcaster, and I wanted to see if I could make an anti-mage who shoots anti-magic fields at opposing spellcasters

As it turns out, combining this with true strike and true seeing can really screw over spellcaster enemies. One shot and suddenly they aren't flying, aren't invisible, don't have displacement up, have no magic items and can't cast spells. Perfect fodder for our mounted barbarian to destroy with a ludicrous charge attack. It was amazing

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23rd Dec 2016, 5:06 PM
"That Last One... Kind Of. ;)"

It is me, so ya know it is about GURPS again. Don't want this to run really long like I normally do, so the short version is that we had a group of warriors in a combat focused, no magic/no psi/etc. setting where we were supposed to be warriors. There were a few traits like Combat Reflexes, High Pain Threshold, and Toughness that until that time, we pretty much always gave our warrior types. I didn't take them because I was running an archer; they weren't totally out of character for me to have, but they seemed less vital than what I spent the points on; various vision bonuses. The fighters in group took Combat Reflexes and a level or two of Toughness, but neglected High Pain Threshold.

Combat Reflexes includes a bunch of bonuses that are worth about four times the Character Point cost to buy the trait... however much like in real life, just because it is a bargain doesn't mean its a necessity. The next rule's revision dramatically cut the price of "Toughness" and as we learned, it just wasn't as handy as it seemed. The GM wasn't constantly attacking us out of armor, and the damage output was such that either armor alone could soak the damage or it was going to be so much damage that the Toughness didn't especially matter.

High Pain Threshold is pretty much essential for any fighter who expects to take damage... and at least two of those three were playing characters that expected to get hit. In GURPS there is a "Shock Penalty" when you get injured; it only lasts a second but you have a penalty to your rolls equal to the damage you just took (capped at a -4). Pretty quickly we realized that these guys were missing a lot of attacks because they'd take a solid hit and their effective skill went from "competent" to "newbie". Nearly led to a TPK, and one character was so crippled from his wounds he was retired and replaced.

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24th Dec 2016, 1:20 AM

"Anime homage fist!
Luffy Luffy GATATLING!"

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24th Dec 2016, 3:32 AM

I was expecting him to ask to borrow dice again to just make the attack rolls.

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Luminous Lead

24th Dec 2016, 5:50 PM

I'm sure it'll resurface once they really get into it, near the end of the fight.

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