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HIT Science & Engineering Lecture Series, v.2 [OOC]


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Posted

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.

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Posted

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.

Posted

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 ;)

Posted

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.

Posted

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~

B) 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?

Posted

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.

Posted

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.

Posted

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.

Posted

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

Posted

(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....

Posted

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?

Posted

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.

Posted

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?


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