Uninverted Posted November 12, 2007 Author Posted November 12, 2007 Any PL 6 player can jump in, but it'll probably be mostly against NPCs.
Uninverted Posted November 12, 2007 Posted November 12, 2007 Any PL 6 player can jump in, but it'll probably be mostly against NPCs.
Uninverted Posted November 12, 2007 Author Posted November 12, 2007 Any PL 6 player can jump in, but it'll probably be mostly against NPCs.
zero21 Posted November 12, 2007 Posted November 12, 2007 Ok, being that pincers is almost wrapped up right now.."snip.snip" :D
zero21 Posted November 12, 2007 Posted November 12, 2007 Ok, being that pincers is almost wrapped up right now.."snip.snip" :D
zero21 Posted November 12, 2007 Posted November 12, 2007 Ok, being that pincers is almost wrapped up right now.."snip.snip" :D
Heridfel Posted November 14, 2007 Posted November 14, 2007 I will run the NPCs you need. I recommend rolling initiative now, especially since the thugs might well be acting beforeyou guys. They can't see too much, but there's things they can do that don't require much sight...
Heridfel Posted November 14, 2007 Posted November 14, 2007 I will run the NPCs you need. I recommend rolling initiative now, especially since the thugs might well be acting beforeyou guys. They can't see too much, but there's things they can do that don't require much sight...
Heridfel Posted November 14, 2007 Posted November 14, 2007 I will run the NPCs you need. I recommend rolling initiative now, especially since the thugs might well be acting beforeyou guys. They can't see too much, but there's things they can do that don't require much sight...
zero21 Posted November 14, 2007 Posted November 14, 2007 pincers init- http://invisiblecastle.com/find.py?id=1373754
zero21 Posted November 14, 2007 Posted November 14, 2007 pincers init- http://invisiblecastle.com/find.py?id=1373754
zero21 Posted November 14, 2007 Posted November 14, 2007 pincers init- http://invisiblecastle.com/find.py?id=1373754
Uninverted Posted November 14, 2007 Author Posted November 14, 2007 Initiative: http://invisiblecastle.com/find.py?id=1373790
Uninverted Posted November 14, 2007 Author Posted November 14, 2007 Initiative: http://invisiblecastle.com/find.py?id=1373790
Uninverted Posted November 14, 2007 Author Posted November 14, 2007 Initiative: http://invisiblecastle.com/find.py?id=1373790
Uninverted Posted November 15, 2007 Author Posted November 15, 2007 Here's basically what I'm doing. Attack roll: http://invisiblecastle.com/find.py?id=1373939 EDIT: Wow, I'm not hitting anything.
Uninverted Posted November 15, 2007 Author Posted November 15, 2007 Here's basically what I'm doing. Attack roll: http://invisiblecastle.com/find.py?id=1373939 EDIT: Wow, I'm not hitting anything.
Uninverted Posted November 15, 2007 Author Posted November 15, 2007 Here's basically what I'm doing. Attack roll: http://invisiblecastle.com/find.py?id=1373939 EDIT: Wow, I'm not hitting anything.
Heridfel Posted November 15, 2007 Posted November 15, 2007 Remember, when rolling at Invisible Castle, you can add your modifiers to the rolls, so instead of rolling 1d20 and adding 6 afterwards, just roll 1d20+6. Here's the series of events: Surprise round: Army kicks down the door and throws in 3 smoke grenades, Obscuring the warehouse from sight and smell. Round 1: Three of the gangsters and one's girl overturn the table. Two do something else. (You can give me a Knowledge (streetwise) to guess what. It's DC 10, so you could succeed untrained). Pincers looks for a way up. If you want, Pincers, you can also climb the stairs. It'd be a double-move action to get to the top of the stairs by the end of round 1. Army begins to fire into the smoky area, but doesn't hit anything. Round 2: One of the gangsters uses Extra Effort to get Air Control as an alternate power of Super-Speed. Army, you get one Hero Point for this. He then uses Air Control to clear out the Obscure. He is approximately 10 squares (50 feet) from Army. The musclebound gangster moves towards Army, but because he can't charge from where he was, he ends his turn about 4 squares (20 feet) from the middle Army without attacking. One gangster is running away from Army in the opposite direction. He's currently 90 feet away and has partial cover from the boxes and other objects within the warehouse. The other people that Army briefly saw before the smoke grenades aren't visible from his position. Army, you're up for round 2. Pincers, you follow his action. Should you go through the door (and I assume you will), you'll see two men and a woman, huddled against an upright table that has a couple of bullet holes in it. They look to be about 50 feet away, and you don't see Army from where you are now (there are boxes blocking your vision).
Heridfel Posted November 15, 2007 Posted November 15, 2007 Remember, when rolling at Invisible Castle, you can add your modifiers to the rolls, so instead of rolling 1d20 and adding 6 afterwards, just roll 1d20+6. Here's the series of events: Surprise round: Army kicks down the door and throws in 3 smoke grenades, Obscuring the warehouse from sight and smell. Round 1: Three of the gangsters and one's girl overturn the table. Two do something else. (You can give me a Knowledge (streetwise) to guess what. It's DC 10, so you could succeed untrained). Pincers looks for a way up. If you want, Pincers, you can also climb the stairs. It'd be a double-move action to get to the top of the stairs by the end of round 1. Army begins to fire into the smoky area, but doesn't hit anything. Round 2: One of the gangsters uses Extra Effort to get Air Control as an alternate power of Super-Speed. Army, you get one Hero Point for this. He then uses Air Control to clear out the Obscure. He is approximately 10 squares (50 feet) from Army. The musclebound gangster moves towards Army, but because he can't charge from where he was, he ends his turn about 4 squares (20 feet) from the middle Army without attacking. One gangster is running away from Army in the opposite direction. He's currently 90 feet away and has partial cover from the boxes and other objects within the warehouse. The other people that Army briefly saw before the smoke grenades aren't visible from his position. Army, you're up for round 2. Pincers, you follow his action. Should you go through the door (and I assume you will), you'll see two men and a woman, huddled against an upright table that has a couple of bullet holes in it. They look to be about 50 feet away, and you don't see Army from where you are now (there are boxes blocking your vision).
Heridfel Posted November 15, 2007 Posted November 15, 2007 Remember, when rolling at Invisible Castle, you can add your modifiers to the rolls, so instead of rolling 1d20 and adding 6 afterwards, just roll 1d20+6. Here's the series of events: Surprise round: Army kicks down the door and throws in 3 smoke grenades, Obscuring the warehouse from sight and smell. Round 1: Three of the gangsters and one's girl overturn the table. Two do something else. (You can give me a Knowledge (streetwise) to guess what. It's DC 10, so you could succeed untrained). Pincers looks for a way up. If you want, Pincers, you can also climb the stairs. It'd be a double-move action to get to the top of the stairs by the end of round 1. Army begins to fire into the smoky area, but doesn't hit anything. Round 2: One of the gangsters uses Extra Effort to get Air Control as an alternate power of Super-Speed. Army, you get one Hero Point for this. He then uses Air Control to clear out the Obscure. He is approximately 10 squares (50 feet) from Army. The musclebound gangster moves towards Army, but because he can't charge from where he was, he ends his turn about 4 squares (20 feet) from the middle Army without attacking. One gangster is running away from Army in the opposite direction. He's currently 90 feet away and has partial cover from the boxes and other objects within the warehouse. The other people that Army briefly saw before the smoke grenades aren't visible from his position. Army, you're up for round 2. Pincers, you follow his action. Should you go through the door (and I assume you will), you'll see two men and a woman, huddled against an upright table that has a couple of bullet holes in it. They look to be about 50 feet away, and you don't see Army from where you are now (there are boxes blocking your vision).
Uninverted Posted November 15, 2007 Author Posted November 15, 2007 The lack of pluses was intentional. Everybody's firing in a 6-square line, so -6. That and my attack bonus cancel each other out. Knowledge Check: http://invisiblecastle.com/find.py?id=1374077
Uninverted Posted November 15, 2007 Author Posted November 15, 2007 The lack of pluses was intentional. Everybody's firing in a 6-square line, so -6. That and my attack bonus cancel each other out. Knowledge Check: http://invisiblecastle.com/find.py?id=1374077
Uninverted Posted November 15, 2007 Author Posted November 15, 2007 The lack of pluses was intentional. Everybody's firing in a 6-square line, so -6. That and my attack bonus cancel each other out. Knowledge Check: http://invisiblecastle.com/find.py?id=1374077
zero21 Posted November 15, 2007 Posted November 15, 2007 pincers is using stealth to get the drop on those who dare impinge on the crab kings territory..lol http://invisiblecastle.com/find.py?id=1374089
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