Supercape Posted April 18, 2018 Posted April 18, 2018 OOC for this You may want a DC 10 Streetwise or Current Events roll to know the IC background of the bar.
olopi Posted April 19, 2018 Posted April 19, 2018 Using the Book's Enhanced Knowledge to check if there's anything on vengeful spirits, the more detailed in description to this one the better obviously: Knowledge Arcane Lore: 1d20+20 40 Well, there goes my crit for the month..
olopi Posted April 22, 2018 Posted April 22, 2018 Using the VP to add Affects Insub 2 and Precise 2 on AP: Snare 10 (Feats: Reversible, Tether, Obscures Senses (Visual, Auditory, Mental)) [26/26PP] and then attacking: Attack: 1d20+10 26
Supercape Posted April 23, 2018 Author Posted April 23, 2018 That attack will hit. He is barely bothered with avoiding it! Still gets a reflex save though: Reflex vs Snare: 1d20+5 16 enough to entangle him but not snare him He will respond by Shooting! Shooting: 1d20+8 26 well its not a crit, but its a hit! DC 25 TOugh Save Im going to play loose with initiative given the above, and Noose isn't that quick anyway For reference Round 2: 20 - Sha'ir - Unharmed - 1 HP 10 - Police [4] - Unharmed 0 - Noose - Entangled Sha'ir
olopi Posted April 26, 2018 Posted April 26, 2018 Alright, using the VP again (I know, how horrible!) This does mean that he gives up the Affects Insubstantial on the Snare though! Conjuring a Spear: Damage 9 (Feats: Accurate 3, Affects Insubstantial 2) (piercing) [14/15PP] and attacking (with +11 in total) Attack: 1d20+11 31 Huh, that's a crit. Assuming that hits, I'll take Added Effect: Snare 0 to represent him trying to grab the rope and tie Noose up again.
Supercape Posted April 26, 2018 Author Posted April 26, 2018 It is indeed a critical. And he is completely immune to that. He will intimidate as a move action: Intimidate: 1d20+8 10 I guess that wont work. Shooting again: Shooting again: 1d20+10 15 which I think is a miss.
olopi Posted April 29, 2018 Posted April 29, 2018 Standard Action: opening Teleport 7 (Extras: Accurate, Portal; Feats: Change Direction, Change Velocity; Progression 3 (Size); Flaws: Action (Standard to Open(-2))) [26/26PP] to some uninhabited area (forest, a farm, something along those lines)n outside town, behind Noose Then readjusting the VP to a Trip 8 (Feats: Improved Trip, Accurate 3; Flaws: Range (Touch)) [Wind] to attempt to knock him into the Portal. Using a HP to Surge for this, of course! Attack: 1d20+12 28 I'll assume that hits, so if he's not immune here's the opposed power roll: Power Check: 1d20+8 16 he goes against that with the lower of his str/dex
Supercape Posted May 1, 2018 Author Posted May 1, 2018 (edited) Trip, he is not immune to - although technically it would only put him on his feet rather than blow him through a portal? Still, some breaks would be appropriate in this thread so lets ride with that. (As an aside there was a big conversation about portals and attack teleports some time ago, for obs reasons! One suggestion was to allow a reflex save to avoid being blown through which I would normally apply, but then again some breaks would be appropriate!) Opposed vs Trip: 1d20+2 5 Ok lets stop combat for now. He zooms through the portal to a farm. However, the bullet is homing, and still gets a chance to peow! HOming bullet: 1d20+8 21 Which I think hits, and DC 25 Toughness Save Also, for reference - 0 HP Edited May 1, 2018 by Supercape
Supercape Posted May 8, 2018 Author Posted May 8, 2018 Ok so lets do an opposed DEX check to see who gets through the portal first! If it is within 2 points of eachother you will collide! Run!: 1d20+2 4!
Supercape Posted May 9, 2018 Author Posted May 9, 2018 Cool. So we are out of combat but Noose has his gun locked on, so will win the next initiative (as the situation stands).
Supercape Posted June 9, 2018 Author Posted June 9, 2018 Creek has weaknesses despite all his strengths: Sense Motive: 1d20+2 19 but he still is suspicious!
Recommended Posts