quotemyname Posted April 29, 2009 Share Posted April 29, 2009 hey... you guys still around? REALLY want to see this thread resolved, because it is pretty important to my character's future. Don't really care which way it works out, I just need some resolution here so that way I can go ahead and start threads about future encounters. Link to comment
Dr Archeville Posted April 29, 2009 Author Share Posted April 29, 2009 Ecal's up next, but I think he got eated up by the beginning of a new school year. (Scottish freak, starting a new school year when decent Americans are wrapping theirs up.... ) Since this is fairly important, though, I'll ask: how do you want it to go? Do you want Captain K captured, or to (barely) escape? Each has its own pros and cons. Link to comment
quotemyname Posted April 29, 2009 Share Posted April 29, 2009 To be honest, it does not really matter to me. I can see cool things happening either way. So I would more like to leave it up to chance. I feel that would be more fun ;) Link to comment
Ecalsneerg Posted April 29, 2009 Share Posted April 29, 2009 Ecal's up next, but I think he got eated up by the beginning of a new school year. (Scottish freak, starting a new school year when decent Americans are wrapping theirs up.... ) Since this is fairly important, though, I'll ask: how do you want it to go? Do you want Captain K captured, or to (barely) escape? Each has its own pros and cons. Actually, it's the beginning of a new term, not a new year. Two different things. Also, it'll be a couple of rounds before I can reach you three, even on motorcycle. Link to comment
quotemyname Posted April 29, 2009 Share Posted April 29, 2009 If I can, I ready an action to attack anyone who comes close enough. If not, maybe I can take a defensive stance mid-air? leaping 4 this turn Link to comment
Dr Archeville Posted April 30, 2009 Author Share Posted April 30, 2009 Yes, you can ready an action to either A) attack anyone who comes in fist-to-face range (and still be able to leap) ~or~ attack anyone who gets in range of his cannon, but then the cannon switches back to shootin' mode, so you'll need to use extra effort to gain the leaping trick again. Which will it be? Link to comment
quotemyname Posted April 30, 2009 Share Posted April 30, 2009 Option A. Totally not switching the cannon back unless I ABSOLUTELY NEED TO! It took way to much effort for me to get it to be in this mode. :P Link to comment
Dr Archeville Posted April 30, 2009 Author Share Posted April 30, 2009 Doc's go. Move action to fly after Knievel, and get within 60 feet. Standard action to use it his E.S. (set on Snare 10 [Flaws: Distracting, Entangle]) And he just manages to hit. Knievel needs to make a Reflex save, DC 20. If it fails, he is entangled (suffering a –2 penalty to attack rolls and Defense, and a –4 penalty to Dexterity. If the Snare is anchored to an immobile object [such as the ground], the entangled character cannot move from that spot. Otherwise, he can move at half speed, but can’t move all out). You can break the snare as if it were an object with a Toughness of (10 + rank) 20. Mid-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 -- 2 HP Dark Star's turn. Link to comment
quotemyname Posted April 30, 2009 Share Posted April 30, 2009 capk dc 20 ref save vs snare (1d20 7=19) not quite. Is breaking out a standard, move, or full round action? The snare is not currently anchored is it? since I was in the air when it hit? Link to comment
Dr Archeville Posted April 30, 2009 Author Share Posted April 30, 2009 It's not anchored, so he can still move, but only at half speed and not all-out (all the metal parts of his costume keep sticking to each other). Standard action to try and break it. Link to comment
quotemyname Posted April 30, 2009 Share Posted April 30, 2009 Okay, standard action is good Question on half movement: Can I still boost jump properly? Or is that limited at well? Link to comment
Dr Archeville Posted April 30, 2009 Author Share Posted April 30, 2009 I'm gonna say Leaping is limited as well -- hard to get an optimum trajectory when the 'booster' keeps sticking to your chest or hip, and your gloves keep sticking to the buttons. Link to comment
quotemyname Posted April 30, 2009 Share Posted April 30, 2009 Fair enough. Just going to have to hope I can make that strength check (I have a better chance at it than I did the reflex save if only by 5%) Captain Knievel Status: DEF: 20 Attack: +11melee Ref: +3 Readied Action: attack anyone who gets within melee range Movement speed: Halved Link to comment
quotemyname Posted May 3, 2009 Share Posted May 3, 2009 leaping 4 this turn status goes back to normal with three bruises Link to comment
Dr Archeville Posted May 3, 2009 Author Share Posted May 3, 2009 (15:37:10) Dr_Archeville: quote, it's not a Str check to break the snare (15:37:25) quotemyname: Awww man, that immunity power was a good idea, i should get that (15:37:30) quotemyname: oh what is it then? (15:37:42) quotemyname: i thought you said it was a str check (15:37:46) Dr_Archeville: it's broken like an object, it makes a toughness save. Or takes 10 on a tougnhess save. Or, if you spend a full-round action working to break it, it 'takes 5' on the save (15:38:20) Dr_Archeville: I never said it ws a Str check to break it (15:38:42) quotemyname: Oh my bad (15:39:00) quotemyname: So i can just take a standard action and make an attack roll against it basically? (15:39:06) quotemyname: deal enough damage and i break it? (15:39:48) Dr_Archeville: standard action to attack, no attack rollneeded (hich means you can't benefit from power attack). (15:40:18) Dr_Archeville: if you take a full round action to try and break, you can add your Super-Str rank as a bous to your damage (15:40:33) quotemyname: i see (15:40:40) quotemyname: hmmm (15:40:59) quotemyname: and as a full round action, it still take 5 on the save right? (15:41:32) Dr_Archeville: yeah... which means it gets 25... which beats the DC 23 damage you do (15 + Str mod of 7 + 1 Super Str) (15:41:49) quotemyname: and otherwise it only takes a 10 or something? breaking objects confuses me so much... (15:42:01) quotemyname: so i can't actually break out of it... (15:42:36) Dr_Archeville: standard action to attack, it takes 10. Full round, it takes 5 (in a way, it acts as if you're power attacking for 5) (15:42:56) Dr_Archeville: .... no, you can't. (15:43:22) Dr_Archeville: I'm gonna have to remember this setting (15:43:30) quotemyname: yikes.... Link to comment
quotemyname Posted May 3, 2009 Share Posted May 3, 2009 Time to gripe and moan because I think I am right. From Ultimate Power page 76 Targets can break out of a Snare using Strength or an effect that doesn’t require freedom of movement (this may restrict the use of some powers and devices, for example). The Snare makes Toughness saves like an inanimate object with Toughness equal to its rank. So the toughness is only +10, not +20. From Core pg 167 Damaging Objects: If you want to attack an object that you have in-hand or that no one is preventing you from attacking, such as smashing down a door, bending a metal bar, snapping bonds, or cutting through a wall with a Blast power, you can apply force more effectively. This requires a full-round action. Instead of rolling, assume the object’s Toughness save result is equal to (5 + Toughness). Super-Strength adds +1 per rank to your normal Strength bonus for damaging objects in this way (and only in this way). If your damage bonus is equal to the object’s Toughness, you break it, 5 or more than the object’s Toughness, you destroy it automatically. So I do believe I can break it. It is just going to take me a few rounds. Full Round Action: It suffers DC 23. makes a save at DC 15. it fails by 8 and I believe that disables it, right? Link to comment
Dr Archeville Posted May 4, 2009 Author Share Posted May 4, 2009 Ah, you're right! I was thinking of Device Toughness (for some reason), which is 10 + rank. However, it needs to fail by 10 or more to be Disabled. Failing by 8 makes it Injured, so it's at -1 Toughness. So now it's a Toughness 9 Snare. So, he's not out, but he's not completely hosed, either. Link to comment
quotemyname Posted May 4, 2009 Share Posted May 4, 2009 Made my update: full round: struggle still at reduced status and stuff from above. Link to comment
Dr Archeville Posted May 4, 2009 Author Share Posted May 4, 2009 Alrighty. Um... you never did tell me which direction he's been going. Here's the map of Freedom City (.pdf). HIT is under where it says HANOVER on the map. If you do not choose, I shall choose for you. :twisted: Link to comment
Ecalsneerg Posted May 4, 2009 Share Posted May 4, 2009 We have a non-pdf version linked to at the top of the page too :P Link to comment
Dr Archeville Posted May 4, 2009 Author Share Posted May 4, 2009 We have a non-pdf version linked to at the top of the page too No, we don't. Or, rather, yes, a link is there, but it goes nowhere. Link to comment
Ecalsneerg Posted May 4, 2009 Share Posted May 4, 2009 I'm getting the map coming up, don't know why you aren't. Link to comment
quotemyname Posted May 4, 2009 Share Posted May 4, 2009 He will have been heading towards the complicated intersection on the east bank of the wading river. To be more specific, it's the one the stems off of the Lindroos Bridge. Is that sufficient? Link to comment
quotemyname Posted May 4, 2009 Share Posted May 4, 2009 Yea I can see that map just fine also. It's less detailed than the one you just posted, but it works. You must just be crazy, Doc ;) Link to comment
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