RocketLord Posted November 13, 2019 Posted November 13, 2019 OOC for this. @Grumblefloof, @Darksider42
RocketLord Posted November 14, 2019 Author Posted November 14, 2019 @Grumblefloof, @Darksider42: Can I get some notice checks?
Amelia Posted November 14, 2019 Posted November 14, 2019 Octoman's Notice: 25. Feel free to give him a Hero Point if his deafness causes him to suffer a penalty to that check or fail it entirely.
Darksider42 Posted November 15, 2019 Posted November 15, 2019 Spectres Notice: 7 She likely sees nothing whatso ever.
RocketLord Posted November 15, 2019 Author Posted November 15, 2019 And Archer: 20 The Deafness do give a -5 Penalty, though not an outright fail, so have a HP for Octoman. At any rate, Octoman and Archer notices things, as per upcoming IC.
Amelia Posted November 15, 2019 Posted November 15, 2019 If the penalty wasn't enough to make him fail the check, then he shouldn't get a Hero Point.
RocketLord Posted November 16, 2019 Author Posted November 16, 2019 Alright, no Hero Point then. I'll keep that in mind for the future.
Darksider42 Posted November 23, 2019 Posted November 23, 2019 (edited) Spectre gonna punch him.22 to hit him. EDIT: I have been informed that Spectre cannot in fact reach and punch him. Disregard my roll. Edited November 23, 2019 by Darksider42
RocketLord Posted November 26, 2019 Author Posted November 26, 2019 @Grumblefloof I hope its alright that I assume that Octoman moves in semi-close along with the others, just to move things along a bit faster. A Hero Point to each for the man's attack auto succeeding, and another Hero Point for Octoman for not being able to hear the Pinball Wizard once they're moved.
RocketLord Posted December 2, 2019 Author Posted December 2, 2019 @Grumblefloof: Can I get a DC19 Reflex Save? DC20 TOU save vs. an electric current for the wall if you fail.
RocketLord Posted December 5, 2019 Author Posted December 5, 2019 Orokos isn't working for me right now, so rolled a real die instead, I hope that's alright with you. Archer: 12+12 = 24 All succeed the DC15, effects in IC.
RocketLord Posted December 5, 2019 Author Posted December 5, 2019 Since everyone noticed the warning, its a Reflex 17 save to get out of the way of the ball, which will otherwise be a DC22 TOU save. If you want to try to stop the ball with an effect with an appropriate descriptor, then let me know for an opposed check, but it will be moving fast and it is heavy, so it won't be easy. Everyone should be able to clear around the corner to get out of the way, where, if they move to the side, the ball will pass them harmlessly. Description of that area, if you go there, coming in next GM post.
Amelia Posted December 6, 2019 Posted December 6, 2019 Octoman's Reflex save (DC17): 20. If anyone else fails their save, he'll gladly Interpose for them and take the damage instead.
Amelia Posted December 6, 2019 Posted December 6, 2019 Having made his Reflex save, Octoman activates his Insubstantial 1, spreads himself against the side wall like putty, and lets the ball roll past him, unless it looks like one of the other PCs is going to get hit. Then he'll try to either take the hit in their place or stop the ball, whichever is feasible.
Darksider42 Posted December 7, 2019 Posted December 7, 2019 Spectre triggers her Insubstantial 4 and just lets the giant ball pass right through her.
RocketLord Posted December 9, 2019 Author Posted December 9, 2019 Archer's reflex: 28 Everyone's safe, for now.
RocketLord Posted December 9, 2019 Author Posted December 9, 2019 Notice DC20 for spoiler With the ball's trajectory, it seems highly possible that it will soon bounce off a wall and head towards the guy in the cage
RocketLord Posted December 11, 2019 Author Posted December 11, 2019 Archer: 16 Well, at least you guys notice what's going on!
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