quotemyname Posted September 15, 2009 Share Posted September 15, 2009 OOC for myself and Gizmo date is going to be set for Sept 12th. we have already discussed any possible consequences of this thread and agreed upon a few contingency plans for each side. Link to comment
Gizmo Posted September 15, 2009 Share Posted September 15, 2009 Alright, very exciting! For what it's worth, here's Jack's Stealth check: (1d20+15=21). Link to comment
quotemyname Posted September 15, 2009 Author Share Posted September 15, 2009 I'm just going to say that you can sneak up on whatever mooks you want. Knievel is the only one that will have a shot at noticing you. You can also take out the four mooks in whatever fashion you want. They're not meant to be a part of this fight. Any you don't just do down will probably just run away. Link to comment
Gizmo Posted September 15, 2009 Share Posted September 15, 2009 Carte blanche? Aw, yeah! Link to comment
quotemyname Posted September 15, 2009 Author Share Posted September 15, 2009 lol yea, go nutz ;) Link to comment
quotemyname Posted September 15, 2009 Author Share Posted September 15, 2009 initiative! (1d20+13=16) ugh! Link to comment
Gizmo Posted September 15, 2009 Share Posted September 15, 2009 I'll see your "ugh" and raise you an "ech...". Initiative check. (1d20+9=14) Is throwing the cashier the Captain's first turn, then? I know catching a falling person is a DC 5 Dexterity check, but I'm not sure how that works when it's an attack. Call him an improvised weapon and give a chance to catch him as a reaction if Jack dodges the attack? Link to comment
quotemyname Posted September 15, 2009 Author Share Posted September 15, 2009 It was more of just a thematic thing. I wasn't intending to use it as an attack. It can be what explains why Captain Knievel gets the jump on the initiative order, we'll say that you take the time to catch the cashier, set him down, and that slows down you're reaction time. Say it's equal to being flat footed. This way it just looks cool :) Link to comment
Gizmo Posted September 15, 2009 Share Posted September 15, 2009 Alright, with Uncanny Dodge Jack should keep his dodge bonus even when he's flat-footed, which puts his Defense at 25, just enough to get out of the way. This round he moves closer to the Captain and Taunts (1d20+19=29) him, adopting a defensive stance for a +2 dodge bonus. Bonus points for the Blood, Sweat & Tears reference! Link to comment
quotemyname Posted September 15, 2009 Author Share Posted September 15, 2009 sense motive to oppose taunt dc 29 (1d20+17=33) Not bloody likely! :twisted: Free action: Switch to whip AP Move action: Fast Intimidate (Skill mastery DC 27) Standard: Grapple! Attack Roll Vs. DEF 27 (1d20+15=20) My first attack roll fails. Gonna VP it. Leaves me with 3VP remaining. Link to comment
Gizmo Posted September 15, 2009 Share Posted September 15, 2009 Woof. Alright, first thing's first: does Intimidate count as a 'fear effect' for the purposes of the Fearless feat? Seems like it should but the rules are a little vague. Link to comment
quotemyname Posted September 15, 2009 Author Share Posted September 15, 2009 (18:17:50) quotemyname: Ecal, if someone has fearless, are they immune to intimidate checks? (18:18:01) FreedomBot: Jimb011 logs into the Chat. (18:18:05) Jimb011: yo yo yo (18:18:20) Jimb011: Hey hey Hey! (18:18:24) quotemyname: yo dawg, sup! (18:18:27) Ecalsneerg: Fearless is immunity to all fear effects, of which intimidation is one part (18:18:37) quotemyname: okay so yes then. Link to comment
Gizmo Posted September 15, 2009 Share Posted September 15, 2009 Alright, so, Intimidation countered. Now the grapple check: Grapple check vs. 46. (1d20+8=9). ...well, nuts. Toughness check, then. Oh my goodness: Toughness save against DC 23. (1d20+5=25)! Jack steps up! Alright, then, let's try this. Jack uses extra effort to add an Alternate Power. Since he creates his energy swords by pulling energy from his surroundings, he'll focus that as a Drain effect targeting Knievel's Adrenaline Cannon. Now, I'm looking at UP, and it says Drain can effect a Device, but I'm not sure if it needs the Affects Objects extra or not, given the descriptors. I don't want to drain the cannon's Toughness, but the Strike ranks and, by extension, its APs. I'm also not sure what save gets used, since the Captain isn't being targeted personally. Thoughts? Link to comment
quotemyname Posted September 15, 2009 Author Share Posted September 15, 2009 You're questions are beyond me... I shall seek the advice of the chatroom! *runs* Link to comment
quotemyname Posted September 15, 2009 Author Share Posted September 15, 2009 One thing I will mention is that when you do so, you will need to have a ranged drain, because I am not next to you, I am using the whip at range (I can do so from up to 100 feet away) This may make the power stunt a little harder to pull off. Link to comment
Gizmo Posted September 15, 2009 Share Posted September 15, 2009 Ah, but he's being grappled by the laser whip! That's the energy he's draining. Since it's an Elongation AP I assume the whip extends all the way from the cannon itself, right? Jack is effectively in contact with what he'd be targeting with Drain. Link to comment
N/A Posted September 16, 2009 Share Posted September 16, 2009 If Jack is trying to drain the power from the cannon, then yes, he should be able to do it at Touch-range, since he's in melee with the energy tendrils of the cannon. Affects Objects is a +1 extra if the Fortitude effect can affect both living creatures and nonliving objects. If it can only affect objects, then it's a +0 modifier. Technically, it's has the extra "Affects Objects (+1)" and the flaw "Limited (Objects) (-1)." So if I'm reading your intent correctly, your power stunt will look something like this: Drain Strike X (Extras: Affects Objects, Flaws: Limited [Objects]) [1PP/rank] The Drain is limited by PL caps, just like any other "damage." The Adrenaline Cannon is a Hard-To-Lose Device, meaning that it is worn rather than carried. It has a Defense equal to CapK's Defense, + it's size modifier. Since objects like pistols and gas masks are listed in the Equipment chapter as "Small," that sounds like a good size for the Cannon. So it has a Defense bonus equal to CapK's Defense, +1. If you hit, CapK gets a Reflex Save (in the place of the usual Fortitude Save) against the Drain. Since Drain is a staged effect, you calculate by how many points he failed the save, and that many power points are drained from the cannon's Strike power. Since it is an object, it does not recover those drained points over time. It must instead be repaired. Link to comment
N/A Posted September 16, 2009 Share Posted September 16, 2009 Damn. My bad. I forgot that the cannon's Elongation had the Projection extra. Yes, you have to make the Drain Ranged. So it would cost 2PP/rank. Link to comment
N/A Posted September 16, 2009 Share Posted September 16, 2009 I should also remind you that, if you use your standard action for the round for something other than the opposed grapple check, you automatically lose it for that round. And since you can only use Extra Effort once per round, if you use it to gain the power stunt, you can't then Surge to also make the grapple check. Link to comment
Gizmo Posted September 16, 2009 Share Posted September 16, 2009 Alright. Woo, tight spot. Sorry to further hold things up, but I've got one more question. Considering that it has the Projection extra, is there any way to attack or target the laser whip itself? UP makes it sound like it's pretty much invulnerable. Link to comment
N/A Posted September 16, 2009 Share Posted September 16, 2009 Pretty much. He paid the power points for the extra, so the laser tendrils themselves are pretty much invincible. You have to target the source: The cannon. Which means a ranged attack. This is a very nasty little power Quote's put together. Link to comment
quotemyname Posted September 16, 2009 Author Share Posted September 16, 2009 You can attack it, but it has no effect. As I understand it, at least. If you're gonna make this work you pretty much have to go with what StB said... Drain Strike X (Extras: Affects Objects, Ranged; Flaws: Limited [Objects]) [2PP/rank] so with you're points pool that would end up as Drain Strike 5 (Extras: Affects Objects, Ranged; Flaws: Limited [Objects]) [10PP] with two points to spare since you can't go above 5 due to tradeoffs. Link to comment
N/A Posted September 16, 2009 Share Posted September 16, 2009 Gizmo, you might want to consider burning a Hero Point for the Heroic Feat option, to temporarily gain the Power Attack feat, so you can trade some Attack for Damage on this stunt. You also might want to consider buying it permanently when you get the chance. It's one of the best feats in the game. Link to comment
quotemyname Posted September 16, 2009 Author Share Posted September 16, 2009 Too bad he doesn't have luck. Link to comment
Gizmo Posted September 16, 2009 Share Posted September 16, 2009 Yeah, Power Attack is definitely going on the shopping list, but with Jack's lousy ranged attack, I guess I'll pass for the time being. Well, it's not much of a plan, but it's the only one I've got, unfortunately. Time to go down swingin'! So, using extra effort to create the Drain 5 effect, then I'll make a Bluff check to Feint as a move action. (1d20+14=24), then spend my sole Hero Point to reroll: Feint reroll. (1d20.minroll(11)+14=34). Finally I'll make a Ranged attack against the Adrenaline Cannon. (1d20+7=25), with a Reflex DC of 15. Give me a sec and I'll have all of that up in the IC. Link to comment
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