Dr Archeville Posted April 12, 2009 Author Share Posted April 12, 2009 Indeed not. Begin round 5; Initiatives & Conditions 24 -- Arrowhawk -- fine -- 2 HP 23 -- Captain K -- 2 Bruises -- 0 VP 16 -- Doc -- fine -- 2 HP 13 -- Dark Star -- fine -- 2 HP You all begin to hear sirens approaching. Link to comment
Ecalsneerg Posted April 12, 2009 Share Posted April 12, 2009 I figured I could get through the hole in the roof and walk over it a short distance as a double move with a grapple gun. Then I bust out Ultimate Aim. :D Link to comment
quotemyname Posted April 12, 2009 Share Posted April 12, 2009 repost: Begin round 5; Initiatives & Conditions 24 -- Arrowhawk -- fine -- 2 HP 23 -- Captain K -- 2 Bruises -- 0 VP -- DEF set to 27 16 -- Doc -- fine -- 2 HP 13 -- Dark Star -- fine -- 2 HP Missed on the touch attack, so the opposed grapple is null. Captain Knievel is blasting off again! Leaping 5 this time. It will take me a full round to come down this time, so I will still be in the air until (presumably) I take a move action during my turn. I think that is how this works. At that point I think I can land and take off again, correct? Link to comment
Dr Archeville Posted April 13, 2009 Author Share Posted April 13, 2009 Dark Star's a he, not a her. More importantly, it's fairly obvious Dark Star is an energy being. Would you like a re-do, since Knievel would know he couldn't grab DS? Link to comment
quotemyname Posted April 13, 2009 Share Posted April 13, 2009 oh uhhh woops! yea that will be cool... i'll make my edit, though it means I will have to go for you. Link to comment
Dr Archeville Posted April 13, 2009 Author Share Posted April 13, 2009 Also, yes, you're correct on the Leaping -- with Leaping 5, which take a Full round, you an start a Leap as a move action, use your next round's Standard action to finish it, then Move to start another. You'll be doing nothing but Leaping (unless you use Extra Effort to Surge to gain an action). Full Round to switch Enhanced Mind from Enhanced Cha to Enhanced Int. Extra Effort to Surge to gain another Move action. HP to nix Fatigue. Move Action to chase after Knievel. Mid-round 5; Initiatives & Conditions 24 -- Arrowhawk -- fine -- 2 HP 23 -- Captain K -- 2 Bruises -- 0 VP -- DEF set to 27 (due to Defensive Attack) 16 -- Doc -- fine -- 1 HP 13 -- Dark Star -- fine -- 2 HP Link to comment
Cyroa Posted April 13, 2009 Share Posted April 13, 2009 Increase Gravity again but not sure how it works since the Captain is already moving through the air... Link to comment
quotemyname Posted April 13, 2009 Share Posted April 13, 2009 Sigh... In preparation for what is inevitably to come... I am probably going to be pancaked Man, those 3's really love me. Link to comment
Dr Archeville Posted April 15, 2009 Author Share Posted April 15, 2009 End round 5/begin round 6 Link to comment
quotemyname Posted April 15, 2009 Share Posted April 15, 2009 Quick, Arrowhawk... Go for the KO so we can end this thing! Link to comment
Ecalsneerg Posted April 15, 2009 Share Posted April 15, 2009 How many 300' range increments from the roof of the HIT would Knieval currently be? That also reminds me of how I really need to buy Improved Range and Progression for this thing. ;) Link to comment
quotemyname Posted April 15, 2009 Share Posted April 15, 2009 i made one rank 4 leap = 175 feet i made another leap at rank 5. this was however halted by DS's gravity. I am inclined to say that I made it about 3/4 of the way through the jump before crashing to the ground. (What with inertia and all). = 262 feet 175+262=437 so one full range increment and into the next one. sound good? Link to comment
Ecalsneerg Posted April 15, 2009 Share Posted April 15, 2009 i made one rank 4 leap = 175 feet i made another leap at rank 5. this was however halted by DS's gravity. I am inclined to say that I made it about 3/4 of the way through the jump before crashing to the ground. (What with inertia and all). = 262 feet 175+262=437 so one full range increment and into the next one. sound good? Actually, no. I typoed it and 30' is my range increment, 300' is my maximum range :( Link to comment
Dr Archeville Posted April 17, 2009 Author Share Posted April 17, 2009 NOT SO FAST! After poking arouind the ATT some, it seems Captain Knievel (and indeed anyone in Dark Star's Gravity Control field) gets a Reflex save (DC 10 + Gravity Control rank). If they fail the save, the Gravity has its full effect, but if they make it, the effective rank is halved. So if Knievel can make a DC 20 Reflex save, he's only held by a Gravity Control 5 effect (effectively Str 25, or 800 lbs.), which won't be as bad for him. With an effective Str of 32, that's a Medium load for him. Characters carrying a medium load have a maximum dodge bonus of +3 and a –3 penalty on all actions. They move at 2/3 normal speed. Link to comment
quotemyname Posted April 17, 2009 Share Posted April 17, 2009 Does this mean salvation for our lonely hero? Reflex! (1d20 7=21) Apparently so! Now what do I do? Or rather, What can I do? Link to comment
Dr Archeville Posted April 17, 2009 Author Share Posted April 17, 2009 It means you re not pinned to the ground via massive weight, but instead just act as if carrying something very heavy. Knievel's maximum dodge bonus is +3 (so his Defense is 19), he's at -3 to everything, and moves at 2/3rds normal speed (so he can take a 20 foot move and take a standard action). Link to comment
quotemyname Posted April 17, 2009 Share Posted April 17, 2009 What about leaping? Can I still do that? Link to comment
quotemyname Posted April 17, 2009 Share Posted April 17, 2009 alright then. Away we go! That's only a rank 4 leap. So's I can actually do something next turn. If I am still alive. Link to comment
Cyroa Posted April 19, 2009 Share Posted April 19, 2009 I know I'm not the ST of the thread (and it will make this EVEN harder)...but I think Captain should get a VP for getting the banged about from DS's gravity those times without a save. He should have gotten a defense roll but didn't. Just my opinion. Link to comment
Dr Archeville Posted April 19, 2009 Author Share Posted April 19, 2009 I agree. Doc's go. Move action to reconfigure E.S. Snare 10 (Flaws: Distracting, Entangle) Standard action to use it. But he misses wildly. Mid-round 6; Initiatives & Conditions 24 -- Arrowhawk -- fine -- 2 HP 23 -- Captain K -- 2 Bruises -- 1 VP 16 -- Doc -- fine -- 1 HP 13 -- Dark Star -- fine -- 2 HP Dark Star's turn. Link to comment
Cyroa Posted April 20, 2009 Share Posted April 20, 2009 Sorry for the hold up all! TK grab (1d20+6=15) HP to reroll Again! (1d20+6=21) I think I miss, right? Link to comment
quotemyname Posted April 20, 2009 Share Posted April 20, 2009 Yes, My static Defense is 22. It would have been lower were I still under your gravity field, but I think my last boost jump got me out of that. Maybe Doc should clarify, but AFAIK you miss. Link to comment
Dr Archeville Posted April 24, 2009 Author Share Posted April 24, 2009 Ooops, sorry. Yes, Dark Star missed. End Round 6, Begin Round 7; Initiatives & Conditions 24 -- Arrowhawk -- fine -- 2 HP 23 -- Captain K -- 2 Bruises -- 1 VP 16 -- Doc -- fine -- 1 HP 13 -- Dark Star -- fine -- 1 HP Link to comment
quotemyname Posted April 24, 2009 Share Posted April 24, 2009 So then it is Arrowhawk's turn, yes? Think you can catch up to me this time? Link to comment
Recommended Posts