Supercape Posted July 15, 2012 Author Share Posted July 15, 2012 32 Catalyst - 3 HP - Bruised 9 Siphon - 4 HP - Unharmed 8 Starlight = 2 HP, Bruised, Fatigued 6 Tanks [3] So, Catalyst is up right now. For purposes of combat, Starlight is right next to tanks. The tanks and starlight are 100 feet from Casino, and you are on the upper floor which is 20 feet above ground level (and rather demolished!) Link to comment
Aoiroo Posted July 15, 2012 Share Posted July 15, 2012 Catalyst uses her snare to try and gunk up the shooting barrels of each of the tanks. 16 Link to comment
Supercape Posted July 15, 2012 Author Share Posted July 15, 2012 Excellent Idea! Ill say thats an HP use for a novel use of Snare, and the barrels are gunked up. Post away. Link to comment
Azuth65 Posted July 17, 2012 Share Posted July 17, 2012 Siphon's going to grab Finnigan's gun, check for extra ammo (for possible kneecapping!), and follow Catalyst out of the ruins of the office. Link to comment
Supercape Posted July 17, 2012 Author Share Posted July 17, 2012 Finnigan's gun is in perfect working order and has 3 bullets left in the revolver. He has a belt of extra ammunition too if you want to take it. You can slither down the wreckage of the casino to Catalyst courtesy of siphoned power! Finnigans Gun is mechanically the same as a Heavy Pistol (Blast 4), albeit somewhat antiquated! Link to comment
Supercape Posted July 18, 2012 Author Share Posted July 18, 2012 Meaning Starlight is up! Link to comment
Raveled Posted July 23, 2012 Share Posted July 23, 2012 Put this off long enough. Starlight can't flip the tanks and she can't rip the guns off, so she'll try to blow them both up at once. Free Action: Switch to Blast AP in her Mystic Light Array. Standard Action: Called Shot against the gatling cannon on the first tank. All-Out Attack +2. Starlight's ranged attack check, vs tank's cannon. DC 25 Tou (1d20+11=16) Free Action: Surging. Free Action: Spend HP to negate the penalty from Surge, taking her from Exhausted to Fatigue'd (again). Standard Action: Called shot against the gatling cannon on the second tank. All-Out Attack +2. Starlight's ranged attack check, vs tank's cannon. DC 25 Tou (1d20+11=30) Link to comment
Supercape Posted July 24, 2012 Author Share Posted July 24, 2012 Just going to clarify: there are three tanks, the central one with Erasmus in it - which ones are you attacking. Also, forgive me for being stupid, I cant find any reference to Called Shots in rules...enlighten me? Link to comment
Raveled Posted July 24, 2012 Share Posted July 24, 2012 Oh damn, three? Okay, change of plans. Free Action: Spend HP to remove Fatigue. Move Action: Float down until standing on the tank in front of Erasmus. Standard Action: Intimidate check to Demoralize. Hopefully scare him off from attacking at all! Starlight's Intimidate check. (1d20+4=18) Requesting copious bonuses for shoving a glowing hand in his face. :P Link to comment
Supercape Posted July 24, 2012 Author Share Posted July 24, 2012 You have a glowing tank, he has three armoured tanks... 1d20+8=21! Starlight Bruised 1 HP Tanks: Ratatatatatatat! Gatling Guns ahoy! All on Ironclad! You Shall be Punished for your arrogance, sir! 1d20+6=22, 1d20+6=9, 1d20+6=15 One Gatling Gun hits, exceeding to hit by 2, so its a DC 22 Toughness check for Ironclad! In addition, she his hit by a Mental Blast 5 Attack! so a DC 15 Will save right after! Link to comment
Raveled Posted July 25, 2012 Share Posted July 25, 2012 If Ironclad was around those tanks would be scrap metal by now. And she'd be halfway through building a mechanical steam spider. Starlight's Toughness save, vs DC 22. (1d20+9=11) Yikes. Because of her Vulnerability, that Mental Blast acts as Rank 10. Starlight's Will save, vs DC 20. (1d20+10=21) Not that it matters, but. Link to comment
Supercape Posted July 25, 2012 Author Share Posted July 25, 2012 Ok! So thats Staggered and Dazed! Feel free to post IC your mauling! Round 2 32 Catalyst - 3 HP - Bruised 9 Siphon - 4 HP - Unharmed 8 Starlight = 1 HP, Bruised, Staggered, Dazed (until 6) 6 Tanks [3] And Catalyst is up again! Link to comment
Aoiroo Posted July 25, 2012 Share Posted July 25, 2012 Right, so Catalyst is going to attack the tanks directly this time, with acid. They're in a row to fire right, well she's gonna autofire in a line to attack them. Also, it's shifted by 3, so instead of DC 20, it's DC 23, +1 for every two it's above in attack, with the maximum being DC 27, 28, so I guess that hits. Link to comment
Supercape Posted July 27, 2012 Author Share Posted July 27, 2012 It certainly does: However, to clarify Autofire can be used for multiple fire or on single target to get the DC benefit (p160) - which do you want, I am guessing attacking all three for a DC 23 Tough each? Link to comment
Supercape Posted July 28, 2012 Author Share Posted July 28, 2012 Cool, that hits all three (stationary tanks), so its DC 23 Toughness Save for them all. For ease of reference, left to right its Tank A, B, and C! Erasmus Steel is in Tank B. 1d20+12=15, 1d20+12=22, 1d20+12=19 All three tanks are injured x1! Post away IC, Roo, then Siphon is up! Link to comment
Aoiroo Posted July 28, 2012 Share Posted July 28, 2012 Are the tanks equipment or devices? Link to comment
Supercape Posted July 28, 2012 Author Share Posted July 28, 2012 Good question - reason? I'm going by the vehicle rules but I may have slipped up? Link to comment
Aoiroo Posted July 28, 2012 Share Posted July 28, 2012 I guess not, now that I've looked it up. Link to comment
Azuth65 Posted August 4, 2012 Share Posted August 4, 2012 As suggested in Chat, I'll spend the HP. Move action, semi-suicidal charge to the psychic's tank, open the hatch and give the guy a power copying high-five to the face. 1d20+7=26 That's a DC 17 for the fatigue and Siphon snags his mental power... Link to comment
Supercape Posted August 4, 2012 Author Share Posted August 4, 2012 Siphon 3 HP - Unharmed Ill clarify that however, getting in to the tank would still take an round as its not easy... (feel free to Narrate whatever trick you want there). Slapping on a siphon too would be a surge. Let me know what you would like. Link to comment
Azuth65 Posted August 7, 2012 Share Posted August 7, 2012 We'll go with a surge, including HP to negate the fatigue such an act brings about. Link to comment
Supercape Posted August 7, 2012 Author Share Posted August 7, 2012 1d20+2=20 Amazingly, Erasmus Steel is not fatigued! Siphon - 2 HP - Unharmed incidentally, the inside of the tanks are so cramped I am going to say a) Everybody is flat footed by default and You have a -2 situation penalty to attack too. In other words, its harder to dodge, and harder to hit (but people with a shed load of dodge focus might be more troubled). Azuth, Erasmus Steel has three powers you can Siphon, two of which I think you may find useful! Mind Blast 5 (Feats: Subtle 2) or Mind Shield 6 NB: As this give Impervious Will +5 vs Mental Effects, you will be immune to Steels Mind Blast... or Telepathy 9 (Mind Reading 9 and Communication 9: Anywhere on earth. Power Feats: Subtle 2) Let me know which one you want! And then: Starlight is up! Link to comment
Recommended Posts