Supercape Posted February 16, 2018 Posted February 16, 2018 Ooc for this No rush, but you may wish to roll Knowledge (Streetwise) and Notice
olopi Posted February 16, 2018 Posted February 16, 2018 Alright, Bluffing to distract, using Feature: Pyrotechnical entrance (gains a +5 situational bonus to some interaction rolls immediately on entrance). Bluff: 1d20+26 31
Supercape Posted February 16, 2018 Author Posted February 16, 2018 A good score, but this guy is simply to crackers to care!
Supercape Posted February 16, 2018 Author Posted February 16, 2018 ok this is not quite combat, but Skullfang will take a swing. Swings at Bonfire: 1d20+8 10 Miss As this is semi combat, we need not follow init precisely, and can pause in and out of combat.
olopi Posted February 16, 2018 Posted February 16, 2018 Spending Bonfire's only HP to stunt a power because it'll make this scene cooler: Damage 9 (Extra: Duration (Sustained) [+2]) [27/27PP] which will still only be a +8 attack bonus because he's not built for Melee: Attack: 1d20+8 15 dangit
olopi Posted February 17, 2018 Posted February 17, 2018 Posing towards the camera, if you want a roll for that, then Base Power: Blast 9 ( Personal Volcano; Area: Shapeable) {27/27} (Smoke, Heat) Centered on himself, in a way he can catch the other guy in it.
olopi Posted February 20, 2018 Posted February 20, 2018 Rolling for Knowledge: Current Events to figure out if Cass has ever heard anything about either Zyte Guyst or Chill Pill before: Current Events: 1d20+5 19
Supercape Posted February 20, 2018 Author Posted February 20, 2018 Chill Pill, no! You recall Zyte is a rising multi media star of considerable fame and/or ability (not sure of the proportion of those however!)
olopi Posted March 15, 2018 Posted March 15, 2018 Knowledge Art: 1d20+1 9 Doubt that's gonna yield anything?
olopi Posted April 7, 2018 Posted April 7, 2018 Alright, so the plan essentially is for Zyte to set up in a concealed position far away, so he'll get some papparazi style shots of the exchange/talking but not more than that Suggestions for this: Nearby buildings (hotels) Brushes
Supercape Posted April 11, 2018 Author Posted April 11, 2018 INitiative Roll when ready! Initiative: 1d20+4 8 Chill Pill Initiative: 1d20+2 5 Quad Bikes
Supercape Posted April 11, 2018 Author Posted April 11, 2018 For completeness sake, everyone else delaying action till init 0. Round 1 19 - Bonfire - Unharmed - 0 HP 8 Chill Pill - Unharmed 5 Quad Bikes [3] - Unharmed
olopi Posted April 11, 2018 Posted April 11, 2018 Alright, so: Illusion 7 ( SmokeMen; Visual Senses , Extra: Sustained ) {21+4=25/27} (Smoke) + Concealment 2 (Visual Senses) {4/27} To create multiple illusions of Bonfire in the area he was standing, while he runs for cover on a nearby empty bench (it's a park, I assume there's some)
Supercape Posted April 11, 2018 Author Posted April 11, 2018 Chill Pill will jump in and flash freeze! DC 20 Reflex Area saves and Reflex Snare saves Lazy Reflex Rolls: 6#1d20+4 13 6 17 17 10 23 So all but one get frozen. The survivor will open fire on Chill Pill reflexively with an automatic pistol: Opens Fire on Chill Pill: 1d20+5 11 missing, but still enough to enrage Chill Pill!!! The two "frozen" Bike riders are essentially snared. Whilst they have a STR of 14, it will be some effort to break free from a snare 10 effect so I am going to waive that for now. Round 2 19 - Bonfire - Unharmed - 0 HP 8 Chill Pill - Unharmed 5 Quad Bikes [1] - Unharmed
olopi Posted April 11, 2018 Posted April 11, 2018 · Base Power: Blast 9 ( Personal Volcano; Area: Shapeable) {27/27} (Smoke, Heat) under the one that's still moving freely, hitting others if the area is large enough.
Supercape Posted April 12, 2018 Author Posted April 12, 2018 More Lazy rolls, reflex and toughness x3: 4#1d20 9 13 11 15 even with bonuses, thats bad rolls, all are KOd!
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