Supercape Posted April 3, 2019 Share Posted April 3, 2019 Free action: Switching to 5-D form nand gaining quickness 5 (x100 speed) which should be enough for a quick change as per IC. Then dashing out ready to take 10 (accurate +2 attack roll for 17, and a DC 28 Tough save if hits) on any minion! And of course, the very beginnings of psychosis! Link to comment
RocketLord Posted April 4, 2019 Author Share Posted April 4, 2019 The gunman outside the bathroom can't make that save, so he's down! And beginning of paranoia included! Link to comment
Supercape Posted April 4, 2019 Share Posted April 4, 2019 Shifting to four dimensional - so still taking its toll on his brain - but now has seeing and hearing through walls, and permeate 3! Having a look around to see what he can spy? If needed, a notice roll: Notice Roll: 1d20+6 16 Link to comment
Supercape Posted April 5, 2019 Share Posted April 5, 2019 Taking 10 for a grapple attack (roll 15). Of course, he man not be a minion in which case: Grapple Attack: 1d20+5 11 he probably misses! Grapple roll if the take 10 works: Grapple Roll: 1d20+22 25 pretty bad, but may be enough. Link to comment
RocketLord Posted April 8, 2019 Author Share Posted April 8, 2019 That's a miss, yes, even with the gunman being caught flatfooted. Let's see some intiative! Link to comment
Supercape Posted April 8, 2019 Share Posted April 8, 2019 Initiative: 1d20+0 20 hows about that! Link to comment
RocketLord Posted April 8, 2019 Author Share Posted April 8, 2019 Gunmen: 12 came in, 2 down, 10 remaining, including leader. Gunmen minion initiative, just rolling them as one: 15 Gunman Leader: 18 20 - Captain Cosmos - 1HP - Unharmed 18 - Gunman Leader - Unharmed 15 - 9x Gunmen Minions - Unharmed You're in front of the leader, while the rest of the gunmen are scattered around the room! Better move fast, before they start shooting hostages! Link to comment
Supercape Posted April 8, 2019 Share Posted April 8, 2019 (edited) Ok, Im going to assume the gunmen are two spread out to get with an AoE cone. More worrisome is there are a lot of gunmen here and Cap isn't really skilled at taking down large groups. Still, them are the breaks. So he will something a little peculiar. He is going to punch a hole in the floor (I am going to presume this is not the ground floor, at least is not a ground floor with no basement) below him and the Gunman leader so hopefully they both fall through and get out of sight! Attacking the floor to make it a DC 30 Toughness save. or, if you feel p167 applies (I think it does, but your call) its a full round action and the floor makes a save at a fixed 5+its toughness rating (no roll) vs 34 (adding Caps four ranks of super strength). I hope thats enough to disable the floor (i.e. punch a hole in it) - if my calculations are correct it would need a toughness of 19 to do so which would be a super-alloy! (but GMs call of course!) Ill proactively make a toughness roll for Buddy's fall if needed (he has flight, but he is going down with the ship to make it look like they have both gone down): Tough vs Fall: 1d20+15 22 should be enough! Edited April 8, 2019 by Supercape Link to comment
RocketLord Posted April 9, 2019 Author Share Posted April 9, 2019 (edited) You're on the top floor, in fact! I agree that the Breaking Objects apply, and the floor can't take a hit like that, so down you go! Floor below is not especially high to the ceiling, so that's a 25 foot fall, so DC17 Tou saves, which you makes. Gunman leader Tou roll: 25 Made it! Move action to change weapons, Standard attacking to shoot with his assault rifle: 14 And he misses! I'm guessing you're still 4-dimensional and can see through walls: The other 9 gunmen each grab a hostage. Edited April 9, 2019 by RocketLord Link to comment
Supercape Posted April 9, 2019 Share Posted April 9, 2019 Well its a start! Maintaining 4 - Dimensional form so he can see and hear through walls. Acuurate +2 / DC -2 Punch: Punch Gunman: 1d20+7 22 I hope that hits, and if so its a DC 28 Tough Save. For a move action he will move away from any LOS that the gunman may have on him in the floor below. Link to comment
RocketLord Posted April 10, 2019 Author Share Posted April 10, 2019 That's a hit. Toughness Save: 22 Fail by 6, so a bruise and a daze. If you want to get close enough to the gunman, you'll have to move into the line of sight again The 9 gunmen move closer, each with their hostages, looking into the hole. 20 - Captain Cosmos - 1HP - Unharmed 18 - Gunman Leader - Bruise (x1), Dazed 15 - 9x Gunmen Minions - Unharmed Link to comment
Supercape Posted April 10, 2019 Share Posted April 10, 2019 ok! Free Action: Change to 2-D Form! Move Action: Move to the Gunman leader (flight), making sure he positions himself so the LOS down the hole is the same as his 2D form (i.e. invisible from the POV!) Standard Action: A straight punch! Attack: 1d20+5 19 if that hits, DC 30 Tough! Link to comment
RocketLord Posted April 11, 2019 Author Share Posted April 11, 2019 (edited) That's a miss! And gunman leader retaliates, trying to put some holes in the 2D form, backing away to put some distance in first: 25 Since the assault rifle got Autofire, that means a +5 bonus to save DC: DC25 TOU for you! The gunman minions are positioned around the hole, so some might be able to see you. I'll roll for 5 of them. On a roll of 14 or higher, they will be at an angle where they can see you: 5#1d20: 5 # 11 [1d20=11] 10 [1d20=10] 2 [1d20=2] 15 [1d20=15] 13 [1d20=13] One of them is positioned properly and can see you, and he fires his rifle: 23 Another hit with an assault rifle with Autofire, so that means a +4 bonus to save DC: DC24 Tou from the minion! And I completely forgot before: +1HP for the heroic action of saving the gentleman from the gunman leader. 20 - Captain Cosmos - 2HP - Unharmed? 18 - Gunman Leader - Bruise (x1) 15 - 9x Gunmen Minions - Unharmed Edited April 11, 2019 by RocketLord Link to comment
Supercape Posted April 13, 2019 Share Posted April 13, 2019 Toughness ROlls: 2#1d20+15 28 29 a tough cookie! Standard Action: Punch (All Out Attack) All Out Attack: 1d20+7 10 Bleh, I think I will use that HP to reroll. Attack Reroll: 1d20+7 11 with the +10 from HP reroll thats 21. I hope that hits! If so, its a DC 30 Tough Save. Ill wait for result of that before Move action / Post. Link to comment
RocketLord Posted April 15, 2019 Author Share Posted April 15, 2019 That's a hit! TOU: 23 Bruise and a daze! 20 - Captain Cosmos - 2HP - Unharmed 18 - Gunman Leader - Bruise (x2), Dazed 15 - 9x Gunmen Minions - Unharmed Link to comment
Supercape Posted April 15, 2019 Share Posted April 15, 2019 And a knockback I guess! Post ic incoming Link to comment
Supercape Posted April 15, 2019 Share Posted April 15, 2019 (edited) Going 1 dimensional! Total auditory and visual concealment! And insubstantial 4 so even if they do spray bullets it wont work. Muahahaha! Edited April 15, 2019 by Supercape Link to comment
Supercape Posted April 23, 2019 Share Posted April 23, 2019 Going hyperdimensional for that sweet Impervious 6 toughness! And descending further into psychosis! (with a little time) Link to comment
RocketLord Posted April 30, 2019 Author Share Posted April 30, 2019 Can I get a diplomacy roll? Link to comment
Supercape Posted May 1, 2019 Share Posted May 1, 2019 You may indeed! Diplomacy: 1d20+10 15 (Sorry for delay / slowness. Work a bit busy at the moment. And by a bit, I mean a lot) Link to comment
RocketLord Posted May 2, 2019 Author Share Posted May 2, 2019 Sense motive from Gunman leader: 30 From guy holding hostage: 17 No worries, good luck with handling the busy. Link to comment
Supercape Posted May 25, 2019 Share Posted May 25, 2019 Notice: 1d20+6 20 (Sorry for delay, its been hell at work and outside it recently) Link to comment
RocketLord Posted May 27, 2019 Author Share Posted May 27, 2019 It's cool, hope it gets better soon. Tricia Thorne seems to be fiddling with *something*, while she is trying to make her way out the back of the room. Link to comment
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