Dwarf Mechanic (7)
Just different. I ran low-tier, with mostly level 3s, but there was a Level 6 technomancer playing out-of-tier that rocked most of the skill checks just by Taking 10. They didn't care about the cameras, so they failed at that objective, which I think you check a box during reporting for. During the final fight, I split the party by closing the blast doors on them, but it was otherwise a cake walk. The low-tier bot isn't much of a threat. They avoided the incinerator. I was curious whether this group would fall for it. It can be REALLY deadly if mishandled. So, just different.
Dwarf Mechanic (7)
Angrid takes a couple guarded steps out of harm's way. "I was gonna say we should take one alive, but it's probly easier to just piece 'em back together on Absalom." EDIT: just realized [blue] was flat-footed. In that case, Angrid first guarded steps out of the flank, and then moves away from blue, drawing her Seismic Pick as she does so.
Dwarf Mechanic (7)
Mon "Goose" Tavvi wrote: Trick attack on blue w/ Stealth: 1d20 + 23 Not that it matters often, but when you use Stealth to make a trick attack, you gain a +1 bonus to the skill check.
Dwarf Mechanic (7)
"D'oh! Forgot to aim for the magnetic center." Full Attack, Combat Tracking, vs. Flat-footed.
Holy Tactical Greataxe vs KAC: 1d20 + 7 + 2 - 4 ⇒ (18) + 7 + 2 - 4 = 23
Dwarf Mechanic (7)
As the lights turn off and the sounds of heavy machinery increase, Angrid beams a wide, toothy grin. "It's like clockin' in at my day job." Dwarven darkvision, 60 feet. Fortitude: 1d20 + 6 ⇒ (9) + 6 = 15 W00T! Angrid resets her endocortex for 15,000 Gauss and attempts to disable the rod again. Remote Hack, Engineering: 1d20 + 14 ⇒ (11) + 14 = 25 Confident that does the trick, she plods in the direction of the next rod. "Heh heh, overtime's a beautiful thing."
Dwarf Mechanic (7)
Funny Block Initiative anecdote from GMing my most recent PbP: • Enemies ambush party
So Player 1 got to essentially perform three rounds of actions before anyone else could react.
Dwarf Mechanic (7)
GM: No worries. That's why I asked ^_^
Remote Hack is ill-defined and vague. By a very liberal interpretation, I could use Engineering to disarm an analog padlock from 20 feet away behind a force field. She just picked it up, so I'm interested to see the spectrum of table variation I encounter when using it.
Dwarf Mechanic (7)
LoreMaster GM wrote: The computer has no remote access, even in this room, so you must occupy an adjacent square to access it. The user interface is a holographic keyboard and screens that respond to gestures and voice commands, so you can use it from any square adjacent to it. Relevant Question: I asked this over in the GM Discussion Forum before GMing this, but nobody ever responded. Angrid has Remote Hack. I *think* this ability supercedes the need to be adjacent to this computer.
Remote Hack (Ex) wrote: You can use your custom rig to attempt Computers and Engineering skill checks at a range of 20 feet. But I will defer to your ruling.
Dwarf Mechanic (7)
Chuck the half orc wrote: ”You ever hear of a flank train Angie?” "Sure have, Chunk!" Assuming [Blue] is still functioning, Angrid will Combat Tracking and Attack it; otherwise, she goes after [Purple], ignoring 2 points of Cover. Trailblazer Tactical Plasma Bolter vs EAC: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
Dwarf Mechanic (7)
"Thanks, Reynold! But right now, this chump's savin' me stubby legs tha trouble." She locks her gaze onto [red] (move action, combat tracking) and swings at it with her overcharged seismic pick (standard action, overcharge attack). Light Seismic Pick vs EAC: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12
Dwarf Mechanic (7)
"Look alive." Engineering to Identify: 1d20 + 14 ⇒ (7) + 14 = 21 She's looking for Special Defenses, Special Attacks, Special Abilities, in that order. Angrid moves 15 feet north and shoots an overcharged beam of plasma at [yellow]. Trailblazer Tactical Plasma Bolter vs EAC: 1d20 + 7 ⇒ (14) + 7 = 21
2/5 shots remaining.
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