Geez3r Posted August 25, 2009 Posted August 25, 2009 Atlas, Gossamer, Wesley and Boomer attempt to stop a robbery at Eastern Seaboard Bank. Everyone make a post about why you're in the neighborhood and then in the OOC here, roll me some Initiative and a Notice check please (auditory based notice if that matters for anyone).
Geez3r Posted August 25, 2009 Author Posted August 25, 2009 Initiative (1d20+0=5) Notice Check (1d20+8=28)
Sandman XI Posted August 25, 2009 Posted August 25, 2009 Roll to see if fatigued (1d20=19) Fatigued characters cannot move all out or charge and suffer a –2 penalty to effective Strength and Dexterity and a –1 penalty on attack and defense. A fatigued character who does something else or suffers an effect that would normally cause fatigue becomes exhausted. initiative and notice, respectively (1d20+1=17, 1d20+10=21)
Geez3r Posted August 27, 2009 Author Posted August 27, 2009 Okay, you all passed the Notice check, which has 2 effects. 1 - You are not surprised and can act in the first round and 2 - You can get any civilians around you out of the way of their immediate peril, using whatever methods you chose as a non-action, even if it's just shouting a warning. They're still in the bank, and still in the area, but they're not squished. Shatter Point Initiative (1d20+2=7) Goon Initiative (1d20+2=8) The Initiative Table: Gossamer - Unharmed - 20 - HP x2 Wesley - Fatigued - 17 - HP x4 Boomer - Unharmed - 10 - HP x2 Goons (10) -Unharmed - 8 Shatter Point - Unharmed - 7 Atlas - Unharmed - 5 - HP x3 Okay a few details here. Shatter Point is the antagonist here. He's got a few Villain Points of his own squirreled away, I'm not saying how many, but he can use those without GM Fiat. Once he goes through them however, I'll GM Fiat as normal, giving you HP for the setback. Then there are the goons, I'm stealing an idea from the ATT (Batgirl III, I believe) and making them "Toughs". They don't go down as easy as normal minions (usually), but they're much easier to take down than heroic characters. You may also take a 10 on your attack rolls against them. Also, they still roll against impossible toughness saves. Also, the first little bit is pure cutscene. Initiative is when they'll act again.
Sandman XI Posted August 28, 2009 Posted August 28, 2009 I do think we are acting out of order. Gossamer was suposed to go first, then Wesley, then Boomer.
Geez3r Posted August 28, 2009 Author Posted August 28, 2009 Just continue in order please. Wesley is up next. Boomer already went, so the goons are on deck. And on further turns, please post in the decided initiative order.
Sandman XI Posted August 28, 2009 Posted August 28, 2009 Spending HP to stunt: Damage 14 (Extras: Alt Save/Fort, Area/Burst [Targeted], Selective; Flaws: Action/Full, Distracting) 17 hit all the thugs? DC 29 if so
Geez3r Posted August 28, 2009 Author Posted August 28, 2009 (11:42:38) Geez3r: Alright (11:42:50) Geez3r: going to roll the goon's Fortitude saves (11:43:03) Geez3r: they each have +9 to this particular save (11:43:11) Sandman_XI: (11:43:12) FreedomBot: Geez3r rolls 4d20 and gets 1,19,5,18. So thugs 1 and 3 are out like a light. 2 and 4 are bruised. Due to their cover, relative to Wesley's postion, Wesley's attacks miss the other goons. (11:53:11) Geez3r: alright (11:53:15) Geez3r: goons turn (11:53:50) Geez3r: the 4 opposite Wesley will not take any actions at this time (11:54:08) Geez3r: they would not like to give up their nice defenable position (11:54:23) Geez3r: and don't want to give the weird tentacle thing a chance to get them (11:54:47) Geez3r: the 2 other guards however will shoot Wesley in the face (11:55:07) Geez3r: They'll both power attack 3 (11:55:21) Geez3r: this nets them a +4 bonus to hit (11:55:28) FreedomBot: Geez3r rolls 2d20 and gets 1,9. (11:56:56) Geez3r: with his lowered defense (11:57:05) Geez3r: Wesley is hit by one of the attacks (11:57:13) Geez3r: wait (11:57:36) Geez3r: yep, hit wesley exactly because of fatigue (11:58:00) Geez3r: that's a DC 27 toughness save
Geez3r Posted August 28, 2009 Author Posted August 28, 2009 (12:04:36) Geez3r: alright (12:04:43) Geez3r: now it's the big bad's turn (12:04:14) FreedomBot: Error: Connection status: 0 (12:05:47) Geez3r: i'll hit sand with the sonic boom (12:06:02) Geez3r: it has a +10 to hit, not using any trade-off feats at this time (12:05:34) FreedomBot: Error: Connection status: 0 (12:06:08) FreedomBot: Geez3r rolls 1d20 and gets 3. So roll a DC 29 Fortitude save vs a damage effect, and a DC 24 Reflex save against Dazzle auidtory effect
Sandman XI Posted August 28, 2009 Posted August 28, 2009 (11:06:36) Sandman_XI: They sht me! (11:06:42) Sandman_XI: THEY SHOT ME?! (11:06:51) Sandman_XI: IN THE FACE?! (11:06:56) Geez3r: twice (11:07:09) FreedomBot: Sandman_XI rolls 1d20 and gets 1. (11:07:14) Sandman_XI: (11:07:23) Sandman_XI: HP reroll! (11:07:29) FreedomBot: Sandman_XI rolls 1d20 and gets 13. (11:07:54) Sandman_XI: 24 (11:08:18) Geez3r: that's a bruise from the goon (11:08:35) Sandman_XI: bruise bullet for the win :D
Geez3r Posted August 28, 2009 Author Posted August 28, 2009 Atlas is up next. I'm doing like 4 things at once though so could take me a moment.
Geez3r Posted August 28, 2009 Author Posted August 28, 2009 Gossamer - Unharmed - HP x2 Wesley - Fatigued, Deafened, Bruised x1 - HP x3 Boomer - Unharmed - HP x2 Goons (8) - 2 Bruised, 6 Unharmed Shatter Point - Unharmed Atlas - Unharmed - HP x3 Gossamer is up again, and Wesley still has 2 more saves to roll. Deafened: A deafened character cannot hear and suffers a –4 penalty to initiative checks. He cannot make Notice (listen) checks.
Sandman XI Posted August 28, 2009 Posted August 28, 2009 (12:14:57) Geez3r: sand, you've got 2 more saves to roll in basics http://www.endlessflight.net/f​reedom/viewtopic.php?f=10&t=2444&​p=49489#p49480 (12:15:21) Sandman_XI: Against what? (12:15:28) Sandman_XI: he rolled a 1 and hit? (12:15:45) Sandman_XI: and what is the second one for? (12:16:02) Geez3r: 2 goons shot at you (12:16:05) Geez3r: 1 missed (12:16:09) FreedomBot: Electra has been logged out (Timeout). (12:16:12) Geez3r: then the big bad attacked you (12:16:20) Geez3r: with a linked effect (12:16:43) Sandman_XI: I rolled vs the goon (12:16:50) Geez3r: i know (12:16:54) Sandman_XI: and i now see the big guys save (12:17:03) Sandman_XI: Fort save! (12:17:07) Geez3r: saves, plural (12:17:11) FreedomBot: Sandman_XI rolls 1d20 and gets 18. (12:17:25) Sandman_XI: +16 (12:17:38) quotemyname: shackled post (12:17:43) quotemyname: is IC down again? (12:17:43) Sandman_XI: Ref save! (12:17:56) FreedomBot: Sandman_XI rolls 1d20 and gets 2. (12:18:01) Sandman_XI: +9 (12:18:12) Avalon®: I think so Q (12:18:17) Geez3r: saved vs damage, but you are now deafend (12:18:21) quotemyname: grrrumph! (12:18:22) Sandman_XI: Fort 34, Ref 11 (12:18:24) Geez3r: or however you spell it
Kavos Posted August 29, 2009 Posted August 29, 2009 :oops: sorry I forgot we post in order hear, I haven't been in combat for ages... (mind you not like he did anything that round ) But I shall endeavor to remember :geek:
Geez3r Posted August 29, 2009 Author Posted August 29, 2009 It's okay, we all make mistakes. It's only when you don't learn from them that we get to smack you upside the head :D
Geez3r Posted September 2, 2009 Author Posted September 2, 2009 I don't have time for a proper IC post tonight. But that's a miss Heritage. You used the wrong number though. You have a +23 on grapple checks, but that's holding someone down and maintaining the grapple, you roll a normal melee attack, a +10 bonus for you, in order initiate the grapple. If you hit, then you roll opposed grapples.
Heritage Posted September 2, 2009 Posted September 2, 2009 I don't have time for a proper IC post tonight. But that's a miss Heritage. You used the wrong number though. You have a +23 on grapple checks, but that's holding someone down and maintaining the grapple, you roll a normal melee attack, a +10 bonus for you, in order initiate the grapple. If you hit, then you roll opposed grapples. Hmm, Doc lead me astray on that one, but maybe he misunderstood my question. The day d20 grapple rules make sense to me is...well, they may never make sense to me. But a miss is still a miss, a sigh is just a sigh. Wait, what was the question again?
Geez3r Posted September 2, 2009 Author Posted September 2, 2009 Grappling in a nutshell: Step 1: Roll an unarmed attack roll vs the target's defense. Success means you can now start a grapple and proceed to step 2; failure means you cannot start a grapple and you're done. Step 2: Roll Opposed grapple checks against your target. Success means you can now grapple or pin your target; failure means that the target is not grappled.
Kavos Posted September 6, 2009 Posted September 6, 2009 I'm not 100% sure, But i believe Sand has turned Wesley into a type 2 NPC. So you may want to ask sand about that to see whether he's still playing, or if you should NPC him, or if we should just continue on without him? :?:
Geez3r Posted September 9, 2009 Author Posted September 9, 2009 Yeah Sand's made him an NPC for now. For the time being I'll just write him out. The BBEG's attack was super-powerful and he got blasted really far away. That way, if Sand un-NPC's him before the thread is over, he can make his dramatic return in time to save the day. Also, Heritage is having some computer trouble. but they just went, so we can get some play time while they get everything straightened out. So yeah, Wesley got blown away, meaning if my memory still works, it is now Boomer's turn.
Kavos Posted September 9, 2009 Posted September 9, 2009 Okay Posted... (If necessary will spend a HP to keep his cover identity a secret )
Geez3r Posted September 9, 2009 Author Posted September 9, 2009 You'll find that most normal people seem to have temporary blindness when it comes to any information that may harm their potential rescuers. No HP necessary. Also, what power did you use just then?
Kavos Posted September 9, 2009 Posted September 9, 2009 Ah cool And sorry It was his Alternate Form. :)
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