Tiffany Korta Posted February 4, 2014 Share Posted February 4, 2014 YB's Initiative: 1d20+1 7 Link to comment
Supercape Posted February 4, 2014 Author Share Posted February 4, 2014 Also, could I have a notice Roll DC10 to spot the weapons have become active. +2 bonus from Osprey marking them, +2 bonus from having studied the Havens blueprints. Link to comment
Thevshi Posted February 4, 2014 Share Posted February 4, 2014 Yeah, Synapse gets a 6 on her initiative. Also, she cannot miss that Notice check. Link to comment
Tiffany Korta Posted February 4, 2014 Share Posted February 4, 2014 YB can't fail either. Osprey for a full house? . Link to comment
Ari Posted February 5, 2014 Share Posted February 5, 2014 I am now incredibly tempted to take 1 and automatically fail that roll...but I'll let Invisible Castle do that for me: 25. Go to the depths of Hell, Osprey. And stay there. Initiative roll: 22. Well this isn't going so well... Surprise Round Standard Action: With the tangle-wires(Snare 6), Power Attack(-3 Attack +3 Damage) on the closest compromised agent: 25. Hits, DC19 Reflex save for them. Surprise Round Move Action: Using the Grapple Gun to get up into the rafters. Surprise Round Free Action: Suggest to Catalyst that she use something to restrain the antibodies. If she has something like that, and what are the odds? Link to comment
Supercape Posted February 5, 2014 Author Share Posted February 5, 2014 Surprise round is Standard Action only, Ari Want to choose? Link to comment
Supercape Posted February 5, 2014 Author Share Posted February 5, 2014 1d20+6=15 First one is pinned. Round 1 32 Catalyst - Unharmed - 2 HP 22 - Osprey - Unharmed - 2 HP 19 - Antibodies [4]- Unharmed (no 1: Entangled) 7 - Young Brittania - Unharmed - 0 HP 6 - Synapse - Unharmed - 1 HP Catalysts Guns are up! Link to comment
Aoiroo Posted February 5, 2014 Share Posted February 5, 2014 SC, if I use my area snare can I hit the weapons and the antibodies at the same time? Link to comment
Supercape Posted February 5, 2014 Author Share Posted February 5, 2014 You can automatically hit the weapons as they are immobile. I am not sure how immobile weapons are snared, but maybe we can say cant target (which renders them fairly non functional). I guess Ill give them a STR bonus of +2 for the purposes of "breaking out". Link to comment
Aoiroo Posted February 5, 2014 Share Posted February 5, 2014 Okay, I roll assessment against the antibodies for my move action before I decide on how I'm shifting. So, 21 Link to comment
Thevshi Posted February 5, 2014 Share Posted February 5, 2014 Roo, you might not want to do that. If you're spreading out your Snare area bursts with Autofire (ie having the bursts go off in more than one small area), you need to use the full round action Autofire to spread out the shots. Otherwise, using a standard action, your Snare attack would only be in the 25' radius, with autofire taking place within that. I would imagine the guns are far more spread out than one 25' radius area. Also, the further you spread out the autofire attack, the more penalties you will have to try to Snare the Antibodies (assuming you want to spread out the attack) Link to comment
Aoiroo Posted February 5, 2014 Share Posted February 5, 2014 I was just gonna do the 25 foot radius area with autofire instead of spreading it out, she's not gonna hit all the guns, but all the guns around her are gonna go down. Link to comment
Thevshi Posted February 5, 2014 Share Posted February 5, 2014 Fair enough, just wanted to be sure you knew of the option. And you can place that area effect a good ways from you, if you wish to. Link to comment
Supercape Posted February 6, 2014 Author Share Posted February 6, 2014 Ok so they are a bit "brain dead", not literally, but hey ho...so they cant match that assessment sense motive. The feat is a bit vague on how you compare defence and offence scores (base defence? with dodge bonus? which attack bonus?) so, given its a bit underpar as a feat, and given the antibodies are a bit slow in the head, ill just fudge this and say it outright: They have an attack and defence bonus of +6! So, the autofire smare knocks out all the guns in the central part of the Haven. Post away! which means Osprey is up again! Link to comment
Aoiroo Posted February 6, 2014 Share Posted February 6, 2014 (edited) SC, I haven't rolled for attack yet (I'm attacking the antibodies too). Though I guess it doesn't matter cause I shifted by five towards effectiveness and crit. Okay, lets do some math, at shifted by 5, that'd DC 20 Reflex, add 5 for autofire because I'm ten above their defense bonus is 25 reflex, add 5 more for the Crit, it's DC 30 reflex to be snared. Edited February 6, 2014 by Aoiroo Link to comment
Supercape Posted February 6, 2014 Author Share Posted February 6, 2014 Ah! Antibodies also affected then...with a crit that is pretty devastating! 1d20+6=15, 1d20+6=13, 1d20+6=15, 1d20+6=19 All snared! Well, that was quick thanks to Catalyst! the Antibodies have Strength +8 however, and snare toughness is 5 (autofire, shifting and crits add to initial save, not power rank). So they may break free... Lets move to the end of this round, and if they havent broken, we can just say that Catalyst has effectively disabled them. So Osprey is up! Link to comment
Ari Posted February 7, 2014 Share Posted February 7, 2014 Or is he?! Yes, readers, can any of you prove beyond a doubt that the Avian Avenger is, in fact, up for his actions? Yes? Well darn. Anyway, Move Action using the Grapple Gun to move up into the rafters and out of range of the Antibodies. Since he's hanging odds are good he won't be as good at dodging stuff. As for Standard Action, he throws some more snares around an unimpeded Antibody, Power Attack(-3 Attack, +3 Damage): 27. DC19 Reflex save. Link to comment
Supercape Posted February 7, 2014 Author Share Posted February 7, 2014 I think with that, lets just call it! Post that away (or if you wish, snaring them all some more) and lets drop out of combat. They are effectively bound! Link to comment
Ari Posted February 7, 2014 Share Posted February 7, 2014 Oh. I'm sorry Supercape, didn't know it would be that easy. Link to comment
Supercape Posted February 7, 2014 Author Share Posted February 7, 2014 Well Roo rolled a 20 with crit and autofire. A lucky shot! Plus, your non combat rolls to find the weapons and the Haven Maps have contributed! Ill wait for some IC / OOC posts! Link to comment
Thevshi Posted February 8, 2014 Share Posted February 8, 2014 So, the plan is generally to have Jasmine (and maybe Osprey as well) try the aid other action with their Computer skills to boost Dee's computer skill to try to take over the Haven's systems. Link to comment
Supercape Posted February 8, 2014 Author Share Posted February 8, 2014 Sure, everyone make dem rolls! Link to comment
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