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Supercape

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  1. 1d20+5=12 for Starshot
  2. Corrected, it should be AP 3, done so. As for dodge bonus and size. I am fairly sure I have done this correctly. Size modifier is explicitly applied after the flat footed calculation, rather than before. His base defence is +8, which would mean +8 Defence, +4 Flat footed. Then Size Modifier is applied, making it +7 Defence, +3 Flat Footed. The link in question to rules clarification
  3. GM "Bullseye!" said the Huntsman in clipped tones as he shot Skaere. The blast was powerful, unquestionably, like an enormous shotgun. Impressive for such an antique. And then, the reason it was an antique became clear. As powerful as his musket elephant gun was, it carried but one shot. With a smile on his face, the Huntsman took another round out of his pocket, and flipped open the gun, breech loading it. "Impressive! Few beasts are still breathing after I shoot them. My gun only takes one shot, but then again, I usually only need one shot" he said, clipping the gun back together again. "If you did not bleed, I might even be scared. Something I have not felt in decades. But, I see like all beasts you do bleed. And magnificently so! What a beast you are! I am honoured to hunt you, my queen. Honoured, and Rejuvinated!" he declared, bringing the gun up once more.
  4. Ok, so the Huntsmans gun is very powerful, but takes a round to reload (only 1 shot!) - so Skaere is up again!
  5. 1d20+8=17 for Initiative, as we are definately going up at some point. Tiff may want to chip in of course! However, lets see if the Rat cant get the Jump on the guys, with a Tactics Roll (Using Benefit: Tactics to set up surprise attack): 1d20+15=16 As bad as it gets!
  6. Ok lets do this! 1d20+11=13 Water expunged. The two other Atlanteans will respond by stabbing their leader! 1d20+5=10, 1d20+5=7 being flat footed and prone, one spear hits, a DC 21 Toughness, lethal damage. 1d20+4=10 for his toughness, so Disabled, Staggered, Dazed. But not dead! As the two mind controlled atlanteans are only PL 6 Minions, versus four superheroes, I am happy for whoever wants to react to beat them up! I suppose Myrmidon would probably have the beat on that, as he was not involved in the water exorcism - but really, however you guys want to narrate KOing them or grappling them into submission, it is cool! First however, Thevshi do you wish to post your Expungment Exoricism? Then I will respond with the spears ogf the Atlanteans.
  7. Quiet as a mouse, silent as a fox, Noemi slipped out of the pool and sprung up on them, slamming into one of the armed men, and grabbing his wrist. He must have been a professional - which made the Man, what, a professional that hired professionals? Whatever, that was bad news. She remembered him pulling bullets out of his body. "No guns allowed!" she explained, twisting the gunman's wrist and trying to pull the gun from him. She recognised the gun and make - a good one, silent and deadly. As good as her own, perhaps. Except her gun was back in her taxi. She would rather enter a shoot out armed than unarmed...
  8. Right, well, if you let me have a sneak attack, slipping out of the water and disarm on one of the Gunmen. If its a minion, taking 10 then shiting +2 on DC, -2 on Attack, hopefully an attack of 20 hits, meaning an opposed roll: 1d20+6=8 oh sheesh. You know what, I will reroll that with an HP: 1d10+16=17 Sheesh. This was not meant to be!
  9. Goodness me, the Climb skill being useful? 1d20+7=16 for going up the tree. If you feel generous, he is using his hand variable descriptor strike as a claw to dig into the wood!
  10. Whatsin the bushes? Whats in the box? Open it! Open it! sparked fingers, the AI in Starshot's hand. "Keep quiet..." hissed Starshot to his hand, which bristled with energy and light. It whirred, hummed, and extended a blade in anticipation. Short and sharp. Still, maybe fingers had a point. Something was there, something out of place, something surely important. Perhaps something good, something bad. It could be a camera, a teleporter, or a bomb. Or anything. He didn't recognise it one bit. "Cover me, comrades" he hissed to the other two men. Something about them gave him a sense of confidence that they could handle themselves. And with that, he leapt on to the trees lower branches, and hauled himself up the tree to grasp the box...
  11. Seeing if X Ray Vision gets me anything. 1d20+9=16 for notice roll, if needed. Pulling her gun out too
  12. Murder? The Stakes, as they said, had rose. "Heads up, Pale Lady!" hissed the Rat to Revenant. "Ferrati is here...and its a shakedown...or something....something about a murder!" she finished with all due urgency. She scanned the walls with her X-Ray Vision, trying to see who was where, and if possible, why and how they where there two. She flipped her gun into her hand, fingering the trigger. Rubber bullets today. She had a loaded mag of the real deal too, but she was here to stop a murder, not cause one. "I don't think we have the time to sit this one out...some goons sound like they are ready to break a few of Ferratti's bones..."
  13. OOC for a grimdark spooky adventure for Nightingale and Revenant. Well Informed + Gather Information, or alternatively Knowledge [streetwise] for the Mission of Mercy DC 10: Its a Catholic Funded charity, giving medical care to the homeless. DC 15: It does a lot of life saving work. It is a mobile Infirmary well equipped, staffed by doctor, nurse. DC 20: It is run by the meek and lovely Sister Fenton, a nun of the Catholic Church, who also used to be a nurse. DC 25: It has well stocked blood supplies, rather unusually. For plot purposes, Nightingale will certainly know a rumour (your choice how to narrate the knowledge) that the Mission of Mercy has a ton of blood and is not well protected. You may, or may not know, that it would be unusual, but not implausible, to do so.
  14. GM The Greenbank was a wreck of crumbling buildings and old railroads. More than a few of Freedom Cities homeless lived here. Many ill, in body and mind. Many lonely, many desperate. Young and old, men and women, and every race of earth. Possibly, even races other than earth. This was Freedom City, after all. The Mission of Mercy was a charitable mobile medical unit, run by volunteers, to try and give at least basic medical care to the homeless, some who were extremely ill. Run by a nun, a pair of nurses, and a rotating number of doctors who gave up their free time, it was well received, and at least made a little difference to a few lives. It saved more than a few. And Mad Jake, the hobo who was suitably mad, was stumbling scared from it. He had seen some crazy things in his time. Why, a few months ago he had sworn he had seen somebody open up the "Grin and Bear it" building, and descend into its basement. But then, he was blind drunk, and, he had to admit it, pretty loopy. He was frightened out of his wits, stumbling in the dark, vodka bottle in hand, tumbling, stumbling, and running from the Greenbanks, towards the Fens, and shouting to the world... "The Devil! I saw the Devil! Drinking blood!" he screamed in fear.
  15. That will turn the crew and passengers from Indifferent to Helpful! Nice!
  16. 1d20+10=20 safe!
  17. "Metal hands? That dude must be the Machine Fist dude the hairy dame was talking about!" said the Mess, his eyes widening in surprise, thought, and then narrowing to the tune of his grin, as he contemplated the pugilism that was to begin. "Lets go!" he said, excitedly, leaping straight down to the consortium of smugglers and dealers, right to the foot of Machine Fist. "Say hello to my best pals, sucker! Lefty!" he introduced his left fist, "And Righty!" he introduced his right fist. "They gonna be best chums with your ass!" he roared, swinging both of them at the Machine handed man.
  18. And away he goes! Going straight for Machine fist with a leap, and then a straight punch, no frills. 1d20+10=21 A hit? if so, DC 25 Tough. If I get lucky, will knock him back too!
  19. 1d20+7=24 for Mess
  20. Thats an interesting idea...sure if you wish - it would be an opposed roll
  21. Ok so do you guys want to split up or anyone else post? The Atlanteans are demanding the Marines / You fix the power supply, whilst they have the bridge.
  22. Do you want to post a reaction to being shot? (would be cool, and you can still speak / howl/ grunt / stamp feet!) You could also describe how you get injured. It is always possible to narrate additional stuff like being hamstrung (and reduced speed) or some other injury if you have an idea for a good narration and complication. Strictly your choice of course!
  23. GM "I do not just try! I succee...wha?" gasped Dr Tonic, his broad frame turning but not turning fast enough. The kick caught him right in the back. On a man without Tonic's robust frame, it could have snapped a spine. But Geckoman knew better...Tonic had the strength and constitution of ten men, or more. Still, a crunch was heard, and Tonic's legs started to fold. The power of the kick sent him tumbling off the Monorail, spinning into an advertisement for "Gordon's Gin", an elegant smiling tonic woman holding up a cocktail glass full of the spirit. Tonic crashed right into the giant picture of the cocktail glass. That's right. Gin and Tonic A few obligatory sparks fizzed around him, and he fell again, solidly, landing on a poor Freedom City Taxi, whose roof caved in. Tonic groaned and rolled his eyes. And Geckoman felt another electric spasm crawling up his foot...
  24. That does indeed hit. 1d20+12=14 Bam! Fail by 11, so Staggered and Dazed. Also: Knockback! Its a damage 9 Power, and KB is -6, so thats five feet. But still enough to send him off the Monorail, and suffer another damage 8 effect (KB 3, +5 from, you know, falling off a moving train) 1d20+12=23 which he completely survives! This means Geckoman is up, Geckoman 3 HP Fatigued He is also 20 feet up on a monorail train and as the train is moving, say 40kph, we shall go for now being 400' away! Also, Tonic has a Paralyse 10 Continuous Aura (fort save) so Gecks has another Fort 10 Save to make as he touched him. Ill give you a +2 bonus for using your feet and changing from hand (as a one off clever thing!)
  25. 1d20+7=16 Stealth 1d20+5=15 Notice
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