Dr Archeville Posted March 3, 2010 Posted March 3, 2010 Sorry for not getting back quicker. 'kay, looks like it be initiative time, since they ain't takin' kindly to this interruption. Initiatives 11 -- (Unseen Ringleader) 7 -- Minions (5... that you know of)
Dr Archeville Posted March 3, 2010 Posted March 3, 2010 That's better than them, so she gets to go first! The two inside are about 20 feet beyond the door. The three outside are... however far it is you decided to land from them.
Heritage Posted March 5, 2010 Author Posted March 5, 2010 So would it be a Disarm check to snatch the crate away form them? Last time I think you said that was +10, so here goes: 1d20+10=29. Let me know if I need to do something differently.
Dr Archeville Posted March 7, 2010 Posted March 7, 2010 That is how Disarm goes by the books As a standard action, you may attempt to knock an item such as a weapon or device out of an opponent’s hand. Make an attack roll against the defender. If you attempt to disarm with a ranged attack, you are at –4 on your attack roll. If your attack succeeds, make an opposed roll of your attack’s damage against the defender’s Strength. If you win, the defender is disarmed. If you attempted the disarm action as an unarmed attack, you now have the weapon. Otherwise, the defender drops it. If you make a disarm attempt with a melee weapon and lose, the defender may immediately make an attempt to disarm you as a reaction, without an attack roll. So now roll your damage (which'd be +10) vs.their Strength. Since there's two, one will Aid Another, to give a +2 bonus. They got 18 total. If you win, you've got the crate (since Gossamer's hair counts as an "unarmed attack").
Heritage Posted March 7, 2010 Author Posted March 7, 2010 Okay, some die rolls! 1d20+10=13. Boo! Blowing HP on reroll 1d20=10=28. Yay!
Dr Archeville Posted March 7, 2010 Posted March 7, 2010 Goss used 1 HP to re-roll her Disarm check, so (I believe) she's down to 1 now. Initiatives 14 -- Gossamer -- 1 HP 11 -- Scrounge 7 --Minions (5) Scrounge attacks from a hidden position, and just manages to hit, but his attack can't get through Goss's Impervious Toughness. GM Fiat to have him SURGE (gains an HP), as he flies up about 30 feet, then attacks with a some stun-gas (Cloud Area Stun). DC 15 Fort save. 2 Minions attack with their guns. One hits (24), one misses (8); no crits, so Goss's suit protects her. The other three reach into the crate they're taking and bring out... things. One's something that's not really useful, one's a completeley fake replica, but No. 3 is an actual Foundry energy rifle. That one hits (23); the damage equals her Imp Toughness, so I need a DC 23 Toughness save.
Heritage Posted March 7, 2010 Author Posted March 7, 2010 Ok, rollin,, rollin', rollin', keep them doggies rollin'. Fort save: 1d20+6=14 Lame! HP-sponsored reroll of same: 1d20+6=25 (after +10) Toughness save: 1d20+12=25
Dr Archeville Posted March 7, 2010 Posted March 7, 2010 She's clear on everything, and is back down to 1 HP.
Heritage Posted March 8, 2010 Author Posted March 8, 2010 Ok, Goss is looking to stunt the Hair-Blower effect from UP on page 185 to both clear away the gas and hopefully knock some of these clowns on their butts. If I'm reading it right, she would have the equivillent of Super-Breath based of Super-Strength 3, correct? This would create a cone of wind thirty feet wide and thirty feet long.
Dr Archeville Posted March 8, 2010 Posted March 8, 2010 Correct! EDIT: Lies! She'd have Super-Breath 5, since that's 1/2 the rank of her Prehensile Hair.
Heritage Posted March 8, 2010 Author Posted March 8, 2010 Okay, so stunting Super-Breath with Prehensile Hair! SB: 1d20+5=15 Woosh!
Dr Archeville Posted March 8, 2010 Posted March 8, 2010 The three Gossamer blows at all fail, so all are knocked prone. Are they blown away? Knockback calculation time! Two failed the initial Ref save, so it's a "Damage" 5 effect. 5 & Knockback of -2 = 3, which works out to being blown back 5 feet. One (the one with the big spider leg) made the initial Ref save, so it's a "Damage" 2 effect. 2 & Knockback -2 = 0, so he's just knocked prone. More importantly, is the gas blown away? I'll say it works (mechanically) the same as using Super-Breath to blow out flames, i.e. you blow away gas of a rank equal to (your Super-Breath/Hair-Fan check -10) or less. Your check was a 15, 15-10=5, and 5 is the rank to beat, so away goes the gas, blown over the three minions at the truck! Before I continue: power stunting makes you fatigued. Do you wish to spend Gossamer's last HP to nix that?
Heritage Posted March 9, 2010 Author Posted March 9, 2010 Before I continue: power stunting makes you fatigued. Do you wish to spend Gossamer's last HP to nix that? Sadly I might need that final HP when she finally encounters Doc's assailants, so fatigue it is, I fear.
Dr Archeville Posted March 9, 2010 Posted March 9, 2010 Alrighty. Round 2 Gossamer -- 1 HP, fatigued Scrounge Minions Gossamer blew. Scrounge fires at a nearby car, hoping to blow it up and start a nasty fire that Gossamer'd (hypothetically) need to tend to. Full-Size car is defense 8, Toughness +9. Of course he criticals the car... Can objects be crit-ed? I'll say yes, at least in this case; his blast hit the gas tank precisely. Car's toughness save = Toughness save, DC 27 (1d20+9=25)! Fails by 2, so that's an "injured," and it's Toughness is reduced by -1. Evidently the owner put in some armor plating around his gas tank He spends his move action gawking/cursing his luck. The three knocked-prone Minions stand and look for something else to use, while the two in the Museum rummage through random crates. One gets a book. The other gets a funky goop-spewing gauntlet (a Snare 5 effect). Attack vs. Gossamer (Defense 18); DC 15 Reflex save if it hits (1d20+5=21) That hits, so I need a DC 15 Reflex save from ya.
Heritage Posted March 9, 2010 Author Posted March 9, 2010 Reflex save: 1d20+10=20 Her freak flag still flies! Okay, trying to take Scourge out of the sky! To hit: 1d20+10=19 Grapple: 1d20+33=34 Throwing Scourge at Mr. Glue Gun: 1d20+10=12 Bah! Reroll courtesy of last HP: 1d20+10=16+10=26 Yes!
Heritage Posted March 9, 2010 Author Posted March 9, 2010 Reflex save: 1d20+10=20 Her freak flag still flies! Based on chat counsel from D_A, gonna spend that HP on a cool stunt: Strike 10 (Extra: 50-ft. Burst Area; Flaw: Action/Full Round)
Dr Archeville Posted March 9, 2010 Posted March 9, 2010 Minions Reflex Saves: Reflex saves (DC 20) (1d20+1=15, 1d20+1=20, 1d20+1=17, 1d20+1=4, 1d20+1=17) No.2 (Spider-Leg-Man) just made it, the rest failed. No.2 only faces a DC 20 Toughness save, the rest face a DC 25 Toughness save. Minion Toughness Saves: Toughness saves (1d20+5=24, 1d20+5=24, 1d20+5=11, 1d20+5=8, 1d20+5=21) No.2 passes! The rest fail, and since they're Minions, any failure = KO. (Clearly the Spider-Leg bestows phenomenal luck powers!) Scrounge's Ref Save: Reflex save (1d20+5=13) fails, so he faces a DC 25 Toughness save Scrounge's Toughness Save: Toughness save (1d20+7=8) Fails by 17! He is KO'd!
Heritage Posted March 11, 2010 Author Posted March 11, 2010 To hit Spider-Leg: 1d20+10=13 Hmm, might not have got 'em.
Dr Archeville Posted March 11, 2010 Posted March 11, 2010 That does in fact miss He Who Wields The Spider-Staff.
Heritage Posted March 11, 2010 Author Posted March 11, 2010 That does in fact miss He Who Wields The Spider-Staff. That'll teach her to fight crime and use her cell at the same time! Hubris!
Heritage Posted March 11, 2010 Author Posted March 11, 2010 To hit: 1d20+10=22 Now that's more like it! :kaboom:
Dr Archeville Posted March 14, 2010 Posted March 14, 2010 I need a Notice check, and if she's trying to approach stealthily, I'll need a Stealth check.
Heritage Posted March 16, 2010 Author Posted March 16, 2010 Gossamer, being a Scientist!, lacks both these skills; guess how she's gonna spend some of those pp? Notice: 1d20+2=12 Stealth: 1d20+3=17 So, anything I need to know before I post?
Dr Archeville Posted March 16, 2010 Posted March 16, 2010 No; the Notice check is not enough to see anything useful in the house (other than the fact no one in/near it is partying, unlike the other nearby homes).
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