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  • 3 weeks later...
  • 1 month later...
Posted

Fight it is!

 

24 for initiative

 

How is the cybercombat going to work, mechanically. In RW I reckon Haven would do a Taser fist punch, but are his powers active here?

 

Posted

Initiative: 23

 

Combat will, for the most part, work as normal, though you will be able to use your Computers skill to interact with things. I'm open to input on when to do that, though I'll also present some options. 

 

You get to go first.

 

24 - Haven - 1HP - Unharmed

23 - Scarecrow - Unharmed

  • 3 weeks later...
Posted

That is indeed a miss. 

 

The Scarecrow strikes: 12

And it misses as well... we're off to a great start here!

 

You're up again!

 

24 - Haven - 1HP - Unharmed

23 - Scarecrow - Unharmed

Posted (edited)

[url=https://orokos.com/roll/1009613]Taser Punch[/url]: [u]1d20+12[/u] [b]15[/b]

 

15 is going to miss too...!

 

So for remaining Move round, heeding the Lions warning, going to run behind the counter of the bar

Edited by Supercape
  • 1 month later...
Posted (edited)

The Scarecrow moves over the counter and strikes at you from above: 21

That is a hit, give me a DC25 TOU save, and a Notice or Sense Motive, whichever you prefer!

 

24 - Haven - 1HP - Unharmed?

23 - Scarecrow - Unharmed

Edited by RocketLord
  • 2 weeks later...
Posted

Not enough, I'm afraid!

Just a failure by 8 for the save, so it's only a bruise, injury and dazed. Since you've cleared that, the Scarecrow is up.

 

It does not attack, instead listening to what Haven has to say.

 

24 - Haven - 1HP - Bruise (x1), Injury (x1)

23 - Scarecrow - Unharmed

Posted

You have a chance to cheat the Scarecrow here, using either Computers, Bluff or any other appropriate skill or power to display fake credentials. 

 

The DC will differ depending on the skill you use, and how you describe what you do.

  • 3 weeks later...

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