Arcane Snowman Posted September 23, 2009 Posted September 23, 2009 Spending HP to teleport up on the car.
quotemyname Posted September 23, 2009 Author Posted September 23, 2009 Initiative: Angel 25A - unharmed - HPx1 Dalkaresh 25 -- unharmed -- HPx0 Midnight 22 -- unharmed -- HPx1 Thugs 20 -- 3, unharmed After last round's power check for speed, midnight manages to keep up with the ambulance just fine. The bikers all drop one step back. 1st place - ambulance 2nd place - midnight, angel, dalkaresh 3rd place - bikers midnight, go!
quotemyname Posted September 23, 2009 Author Posted September 23, 2009 opposed drive check 1 (1d20+9=16) opposed drive check 2 (if necessary) (1d20+9=13)
quotemyname Posted September 23, 2009 Author Posted September 23, 2009 Still going to need to see those drive checks, ex11. And dalk, keep in mind that I need an acrobatics check for each drive check he makes.
ex3lev3n Posted September 23, 2009 Posted September 23, 2009 First check to get beside them, second check to get in front of them. (1d20 7=19, 1d20 7=14)]
Arcane Snowman Posted September 23, 2009 Posted September 23, 2009 Second Acrobatics Check: 1d20+10=22
quotemyname Posted September 23, 2009 Author Posted September 23, 2009 You manage to pull around in front of the ambulance. And Dalk stays on the hood. The cyclists will be holding their action for the time being. At the start of Angel's turn, the ambulance finds a side street and tears down it, attempting to take the turn a little too sharply. DC 15 drive check (1d20+9=26) It squeels around the corner easily. It's now going the other direction! Midnight and Dalk get an HP for the complication. ambulance speed check (1d20+4=9) I need speed checks for all those pursuing the ambulance (Angel) DC 9 Cyclists speed check DC 9 (1d20+5=10, 1d20+5=13, 1d20+5=23) They all catch up to the ambulance, they are now one "place" behind it. Midnight, in place of a speed check this turn, you can make a DC 20 drive check to pull a "Batmobile U-turn" at full speed and recover and start chasing the ambulance again. This will place you two "places" behind it. (right behind the cyclists) Dalk, if he tries this, it will be a DC 20 Acrobatics check to stay on the car. (made as a reaction) Midnight, if you try some other maneuver like heading it off at the pass, make a speed check and let me know what you're doing. The cyclists catch up to the ambulance and will all draw pistols, shooting at Angel as they go around the turn. Pistol; attack vs DEF 21; DC 19 on hit (1d20+4=10, 1d20+4=10, 1d20+4=11) But they all miss! Initiative: Thugs 25A -- 3, unharmed Angel 25B - unharmed - HPx1 Dalkaresh 25C -- unharmed -- HPx1 Midnight 22 -- unharmed -- HPx2 Angel, You're up! I need that speed check before you take the rest of you're turn. For any character in the chase, if you do nothing except focus on keeping time with the ambulance, you get a +2 on the roll. If you pass the speed check you may either move up to be even with the ambulance, or you may stay one place behind it (even with the cyclists). You may make melee attacks against target that you are in the same place as. That applies to all characters in "the race" I realize this is a lot of info in one posts, so just let me know if you have questions. :)
Arcane Snowman Posted September 24, 2009 Posted September 24, 2009 Horrible Fall Incoming: 1d20+10 = 13
Angel Posted September 28, 2009 Posted September 28, 2009 Power Check (1d20+4=6) Yeah. Never gonna catch it.
quotemyname Posted September 28, 2009 Author Posted September 28, 2009 Its okay, a fail is just a fail. You fall to "3rd place" 1st - ambulance 2nd - motorcycles 3rd - angel Midnight and Dalk need to make the turn once more. Dalk, I forgot to say earlier, but I need a toughness save from you for hitting the concrete. I'll set the DC mod = to Midnight's speed (5) so the total DC for this save is 20. (shouldn't be too hard to make). Soon as you get to move, you can teleport back on top of his car I guess if you want.
quotemyname Posted September 28, 2009 Author Posted September 28, 2009 Just made it! Dalk it's your turn. Lets see that Toughness save, and then you can take your turn as normal. After that it's Midnight's turn. That last drive check was good enough to put you in 3rd place along with Angel. That will all occur when you're initiative order comes up. At that point I will make an IC post about the action you pulled off, and you can make an IC post about it for story purposes. After that I will repost the place order of the "race" and the Initiative order since it will be the top of the round again.
Arcane Snowman Posted October 4, 2009 Posted October 4, 2009 Dalkaresh has Impervious 7, so he'll completely ignore the fall. Other than that, teleporting on top of the car. Spending a hero point to Power Stunt a Rank 7, Selective Targeted Area Burst, Snare with Knockback and progression 1 (should be 30 pp).
quotemyname Posted October 7, 2009 Author Posted October 7, 2009 okay yea now I see what you're doing. When you have a targeted area, you make one attack roll against all targets, so 21. This hits all the dudes Reflex vs. Snare DC17 (1d20+5=16) Ref vs. DC 17 (1d20+5=23, 1d20+5=20) first one fails by one and is entangled -2 attack and defense, -4 dex, half movement. the other two avoid it entirely.
quotemyname Posted October 7, 2009 Author Posted October 7, 2009 initiative Guy then Girl (1d20+2=4, 1d20+3=11) Initiative: Thugs 25A -- 3, unharmed Angel 25B - unharmed - HPx1 Dalkaresh 25C -- unharmed -- HPx1 Midnight 22 -- unharmed -- HPx2 Female Crook 11 -- unharmed Male Crook 4 -- unharmed since you just popped in, and they were waiting in case that would happen, I'm ruling that was a surprise attack on you. You're flatfooted against it. unluckily enough, they insert into the initiative order after midnight, and will act again this round.
Arcane Snowman Posted October 7, 2009 Posted October 7, 2009 Toughness 1d20+7 = 22 Dalkaresh is now Stunned. Toughness 1d20+6 = 11 Farewell HP, I barely knew thee. Toughness 1d20+6 = 12 Total of 22, a Pass!
quotemyname Posted October 7, 2009 Author Posted October 7, 2009 There is now a dalkaresh sized hole in the side of the ambulance as he goes crashing through the wall after that punch. I'll edit the IC post once I know the result of his saves. Midnight, you're up! You've already rolled your driving stunts, I just need an IC post from you detailing the successful results
quotemyname Posted October 12, 2009 Author Posted October 12, 2009 Dalk has been archived, Midnight is already an NPC, and I havn't seen Angel in like a week. Should we shut this down?
quotemyname Posted October 12, 2009 Author Posted October 12, 2009 The female crook in the ski mask leans out the hole in the side of the ambulance and takes a shot at angel's board. Blast DC 20/TOU vs. Angel's Board DEF 10 (1d20+8=19) and hits! The board has to make a DC 20 toughness save. it's toughness is +10, I'll let angel make the roll. IC post incoming, then it is Angel's turn.
quotemyname Posted October 13, 2009 Author Posted October 13, 2009 You save! But I still need you to make an IC post include the passed save as well as trying to keep up with the ambulance. You are the start of round 4.
quotemyname Posted October 14, 2009 Author Posted October 14, 2009 speed check for Ambulance and Cyclists round 4 Ambulance - Speed Check (Current value for deciding DC) (1d20+4=13) Cyclists - Speed Check DC 13 to keep up. (1d20+5=25) The cyclists manage to keep up with the ambulance. Since they beat the required DC, they can now advance up to one place (to be even with the ambulance), or place themselves adjacent to any other members of the "race" behind them. Current race order: ("A > B" means that racer B is one "place" behind racer A. "A > -- > B" means that Racer B is two places behind Racer A with an empty spot between them. One "Place" equals one car length with a buffer space, or 15 ft. Ambulance > Cyclists > Angel > Midnight Angel and Midnight still need to make Speed checks to keep up with the ambulance this turn. Please make your speed check now for simplicity sake, if you plan on doing nothing except "keeping up" you can concentrate on the race and get a +2 on speed checks this round, but you forfeit your actions on your turn.
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