quotemyname Posted October 5, 2009 Posted October 5, 2009 Ace Danger helps Colt establish some contacts in Freedom City. Ace is secretly watching Colt to make sure he doesn't go overboard when bringing in a bounty. This occurs on the 7th of September
quotemyname Posted October 6, 2009 Author Posted October 6, 2009 Forgot to put this down last night, but I will be using one of my many HPs to Power Stunt Subtle on the flight of the Stellar Cycle (I think I can do that, right?)
angrydurf Posted October 7, 2009 Posted October 7, 2009 Forgot to put this down last night, but I will be using one of my many HPs to Power Stunt Subtle on the flight of the Stellar Cycle (I think I can do that, right?) I'm good with it for this thread but for future reference since its equipment I think it has to take the fatigue from extra effort not you. Sense motive Vs. Intimidate (1d20+4=7) He caves.
quotemyname Posted October 7, 2009 Author Posted October 7, 2009 you can't use an HP to nix the fatigue on equipment? did not know that. I won't forget it though.
angrydurf Posted October 7, 2009 Posted October 7, 2009 Thats my understanding but I could be wrong. I think thats the benefit of being able to choose to take the fatigue or the Device to on Devices. Ace checking to see how serious Colts threat is Sense Motive (1d20+10=20)
quotemyname Posted October 8, 2009 Author Posted October 8, 2009 sense motive on the "eying the dilapidated house" I hit DC 25 with skill mastery. Not gonna stand for a crappy misdirection like that what's he up to?
angrydurf Posted October 8, 2009 Posted October 8, 2009 ... It is not crappy misdirection he's mostly looking at the house like its gonna eat him if it notices him talking to you.
quotemyname Posted October 8, 2009 Author Posted October 8, 2009 That's what I figured. But if I can get him to say that in character For now just assume I am using whatever skills necessary with skill mastery (intimidate, sense motive, etc.) to get the desired results. If I need to roll something let me know
angrydurf Posted October 8, 2009 Posted October 8, 2009 They are still posturing but Roll initiative if you're gonna start shooting.
quotemyname Posted October 9, 2009 Author Posted October 9, 2009 init (1d20+12=26) I'll use Omni-shot on these dudes in an attempt to disarm them of their crappy weapons. I'll power attack to make it harder for them to hold onto said weapons, and I will take ten to attack them - I hit Def 22 with a DC bonus of 12. I would be very upset if they beat a 26 initiative...I'll post IC when I know if it's my turn or not.
angrydurf Posted October 9, 2009 Posted October 9, 2009 Initiative (1d20+4=21) Mooks Initiative (1d20+2=8) Ace So Initiative round 1 26 - Colt - 4 HP - Uninjured 21 - Yellow Kings - 5 remain 8 - Ace - 6 HP - Uninjured
angrydurf Posted October 9, 2009 Posted October 9, 2009 Strength checks to retain weapons (1d20+3=6, 1d20+3=14, 1d20+3=18, 1d20+3=19, 1d20+3=14)
quotemyname Posted October 9, 2009 Author Posted October 9, 2009 I'll also use intimidate as a move action. DC 15
angrydurf Posted October 9, 2009 Posted October 9, 2009 Attack rolls (1d20+6=10, 1d20+6=15, 1d20+6=16, 1d20+6=21) Gangsters make storm troopers look accurate.
quotemyname Posted October 9, 2009 Author Posted October 9, 2009 Also they have a 50% miss chance against me this round because I used OmniShot (Linked to Obscure all Visual)
quotemyname Posted October 9, 2009 Author Posted October 9, 2009 sorry if I forgot to note. taking 10 on attacks hitting DEF 22, DC 27 for attack
angrydurf Posted October 10, 2009 Posted October 10, 2009 sorry if I forgot to note. taking 10 on attacks hitting DEF 22, DC 27 for attack I assumed as much ;)
angrydurf Posted October 15, 2009 Posted October 15, 2009 Gonna need a DC 20 Reflex save and if thats unsuccessful a DC 20 Will save. Confuse 10 effect perception area (sight)
quotemyname Posted October 15, 2009 Author Posted October 15, 2009 DC 20 Reflex with Evasion (1d20+12=24)
angrydurf Posted October 15, 2009 Posted October 15, 2009 Standard action to throw Smoke Bomb move action to move up the stairs Surge to autofire attack the 4 gangsters up there 1d20+5=7, 1d20+5=22, 1d20+5=9, 1d20+5=23 DC 22 toughness 2 hits 1d20+6=11, 1d20+6=19 both fail
quotemyname Posted October 15, 2009 Author Posted October 15, 2009 That attack is: "Skeet Shot" Damage 12 (Extras: General Area Cone, Selective; Flaws: Action/Full; PF: Affects Insubstantial 2, Variable Descriptor 2) [28] {1dp} Variable descriptor for Non-lethal bullets :)
quotemyname Posted October 15, 2009 Author Posted October 15, 2009 I'm hoping that I'm already in range/have line of sight for this attack. If not, then I'll move, and surge to get the action back and use this same attack. The IC post said "move into position" just for narrative purposes really.
angrydurf Posted October 15, 2009 Posted October 15, 2009 They were still around the corner so not in LOS. Surging works fine though.
quotemyname Posted October 15, 2009 Author Posted October 15, 2009 make is so! I think that leaves me with 2 HPs left
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