Exaccus Posted November 9, 2018 Posted November 9, 2018 (edited) Thanks RL! I think facs is mimic a flip lighter (if thats ok!) Making the most of that new 60 points. . . Flip Lighter (Power Setting) (Powers: Feet Flame Jets (Flight 3), Firestarter (Array 15), Hothead (Environmental Control 4), Protection 6, Steel Casing (Impervious Toughness 10)) . . . . Feet Flame Jets (Flight 3) (Speed: 50 mph, 440 ft./rnd) . . . . Firestarter (Array 15) (default power: blast) . . . . . . Dirty Dragonbreath (Damage 10) (Array; DC 25; Cone Area (100 ft. cone - General), Secondary Effect) . . . . . . Fireballs (Blast 10) (Default; DC 25; Burst Area (50 ft. radius - General)) . . . . . . Firewhips (Damage 10) (Array; DC 25; Autofire (interval 2, max +5), Penetrating [6 ranks only]; Extended Reach 2 (10 ft.), Incurable, Precise) . . . . . . Fists of Flaming Fury (Energy Aura 6) (Array; DC 21) . . . . . . Pyroclastic Pompadour (Blast 14) (Array; DC 29; Incurable, Precise) . . . . Hothead (Environmental Control 4) (heat, light, Radius: 50 ft.; Range (touch)) . . . . Protection 6 (+6 Toughness) . . . . Steel Casing (Impervious Toughness 10) Gonna try and sneak up on em and burn their bags away so they can't make off with the bricks. Takin 10 for 24 on stealth Edited November 9, 2018 by Exaccus
RocketLord Posted November 10, 2018 Author Posted November 10, 2018 (edited) Ok to the form Edited November 10, 2018 by RocketLord
RocketLord Posted November 10, 2018 Author Posted November 10, 2018 Also, both of you feel free to roll initiative.
RocketLord Posted November 10, 2018 Author Posted November 10, 2018 And I'd completely missed Facs trying to stealth: Notice 1d20 + 4 = 12 and 1d20 + 4 = 17, so I'd say you get to sneak up on them.
RocketLord Posted November 10, 2018 Author Posted November 10, 2018 (edited) Armor Thug 1: 1d20+11 = 27 Armor Thug 2: 1d20+11 = 24 So the order is Armor Thug 1: 27 Armor Thug 2: 24 Rev: 15. HP 3 Facs: 11 HP 1 Armor Thug 1 goes for Facs, 1d20+8 = 27. DC 27 if it hits, with 5 ranks of Penetrating. Armor Thug 2 throws one of the guards in the general direction of Rev. Up to you if you try to catch him or go for the attack. Edited November 10, 2018 by RocketLord
Exaccus Posted November 10, 2018 Posted November 10, 2018 that doth hit! 1d20+10=17 oh no sir, Not dancing this dance today. HP to reroll! 1d20+10=30 much better!
Supercape Posted November 10, 2018 Posted November 10, 2018 Rev will certainly try to catch the guard. With an elongating and detatchable limb. I guess that uses up all her actions this round, however.
Exaccus Posted November 10, 2018 Posted November 10, 2018 (edited) Facs will take to the skies on his less cool jets and smack talk before loop de looping and red hot kicking the brother with the sword. Using flamin fists of fury and all out power attacking to the fences! 1d20+10=28 DC30 toughness save if that hits/works! Then he's gonna fly away and smack talk some more. Edited November 10, 2018 by Exaccus
RocketLord Posted November 11, 2018 Author Posted November 11, 2018 (edited) Armor Thug 1: Defense roll. 1d20+8 = 12, a solid hit! Toughness roll: 1d20+12 = 19. He's staggered and stunned! Armor Thug 1: 27 - Staggered, stunned. -2 to defense, only one action Armor Thug 2: 24 - Unharmed Rev: 15. HP 3 - Unharmed Facs: 11 HP 0 - Unharmed Armor Thug 1 tries to make a run for it, grabbing a few gold bars on the way. Moving at super speed 5, so 50 MPH. Armor Thug 2 leaps for Rev, attempting to punch her with a blade like the one his brother used: 1d20+8 = 17. DC 27 if it hits, Penetrating 5. Edited November 11, 2018 by RocketLord
Supercape Posted November 11, 2018 Posted November 11, 2018 Defence +10 so I think that misses! I think Rev is up again, so Flying after the super speeding dude and giving him a heft one-armed punch! Punches Brother: 1d20+10 23 I guess that hits? If it does, DC 25 Tough.
RocketLord Posted November 12, 2018 Author Posted November 12, 2018 It does indeed hit. Toughness Roll: 1d20+12 = 31 He's somehow still standing!
Exaccus Posted November 12, 2018 Posted November 12, 2018 Gonna try and talk the remaining brother down. Diplomacy go! 1d20+10=24 I imagine its a full round action?
RocketLord Posted November 13, 2018 Author Posted November 13, 2018 Armor Thug 2: Sense Motive vs. Diplomacy: 1d20+8 = 26 Since you're pushing the right buttons, you'll get a +2 to another attempt. If you stay upright long enough! Armor Thug 1: 27 - Staggered. -2 to defense, only one action Armor Thug 2: 24 - Unharmed Rev: 15. HP 3 - Unharmed Facs: 11 HP 0 - Unharmed Armor Thug 1 goes for Rev, trying to slash her. Attack roll: 1d20+8 = 26. That's a hit, so Toughness DC 27 with Penetrating 5. Armor Thug 2 swings his blade at Facs. Attack roll: 1d20+8 = 15, so a miss. He stays close to Facs, trying to keep him from getting out of reach.
Exaccus Posted November 13, 2018 Posted November 13, 2018 Hmm more diplomancy! 1d20+10=19 Not so hot but lets see how the IC lands.
Supercape Posted November 13, 2018 Posted November 13, 2018 Toughness Save vs Gold: 1d20+10 13 thats a little too early to get busted up so badly, so I will spend an HP and reroll that: Tough Reroll: 1d10+20 29 meaning she takes it! So this time, Rev will try an acrobatic feint as a move action (-5 penalty) Move action acrobatic feint: 1d20+6 22 And as a standard action, a Plasma Jet! Plasma Jet Attack: 1d20+14 25 which I guess hits with or without the feint success. Thats a Corrosion 6 effect (i.e. Fort Save DC 16 vs Drain Toughness 6, and Toughness Save DC 16 vs damage)
RocketLord Posted November 13, 2018 Author Posted November 13, 2018 (edited) Armor Thug 2: Sense motive roll vs Facs: 1d20+8 = 16 Facs succeeds! More on what happens IC! Armor Thug 1: Sense motive vs. feint: 1d20+8 = 15 Surprise attacked! So yes, you very much hit. Fort save vs. Drain Toughness: 1d20+10 = 21 He makes that one! Then, Toughness save vs. damage: 1d20+12 = 18 That's a bruise. Somehow, he is still standing! Armor Thug 1: 27 - Bruised, Staggered. Toughness -1. Only one action Armor Thug 2: 24 - Unharmed Rev: 15. HP 2 - Unharmed Facs: 11 HP 0 - Unharmed Armor Thug 1 goes for a Power Attack at +2 DC against Rev. Attack roll: 1d20+6 = 21, so that's another hit so Toughness DC 29 with Penetrating 5. Armor Thug 2 super speeds after his brother. Edited November 13, 2018 by RocketLord
Supercape Posted November 13, 2018 Posted November 13, 2018 Tough Save: 1d20+10 13 for the laughs, ill roll with that, taking bruise, staggered, dazed! (and knocked back, come to that!)
Exaccus Posted November 13, 2018 Posted November 13, 2018 Lets give chase! I fly at 50mph 500ft a round so lets crack on after him.
RocketLord Posted November 14, 2018 Author Posted November 14, 2018 (edited) Armor Thug 1: 27 - Bruised, Staggered. Toughness -1. Only one action Armor Thug 2: 24 - Unharmed Rev: 15. HP 2 - Bruised, Staggered, Dazed. Facs: 11 HP 0 - Unharmed No attacks or actions this round, beyond talking! And can I get a notice roll for both of you? Edited November 14, 2018 by RocketLord
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