alderwitch Posted January 27, 2010 Share Posted January 27, 2010 If you can't fly, alex will catch him with her perception tk. In the middle of her panic attack ;) Link to comment
Avenger Assembled Posted January 31, 2010 Author Share Posted January 31, 2010 I need Stealth checks from Wander and Geckoman. Link to comment
Ecalsneerg Posted January 31, 2010 Share Posted January 31, 2010 Geckostealth! (1d20+12=27) Link to comment
Electra Posted February 1, 2010 Share Posted February 1, 2010 Surprise round! Erin is going to perform a fast acrobatic bluff with skill mastery for a check of DC 25, assuming Steelgrave isn't already flat-footed from failing the notice check. She is also going to make an all-out power attack, because that's just the way she rolls. Attack remains at 13, Damage DC to 33, Defense drops to +8. She rolls a 31! Link to comment
Avenger Assembled Posted February 2, 2010 Author Share Posted February 2, 2010 Shadivan rolls remarkably well and notices Erin She successfully bluffs him And he does really ridiculously badly on his Tou save I'm just going to fiat that and say he's currently bruised and stunned. ;) Link to comment
Avenger Assembled Posted February 2, 2010 Author Share Posted February 2, 2010 Geckoman, give me a Disable Device check. DC 25. Phalanx and Psyche, rather than make you guys constantly reroll Nullify checks and slow the thread down, we'll just pretend like you have the Unreliable flaw on your powers. Every time you use them, roll a die to see if they work. 1-10, they fail; 11-20, they work. Both of you have an HP. (And yes, you can spend an HP to maintain them.) Roll for initiative, folks. Shadivan goes on 15; the Omegadrones go on 10 Link to comment
Ecalsneerg Posted February 2, 2010 Share Posted February 2, 2010 OK, Hp tally! 2 base, another. 3 HP! Geckonitiative; aaaand Disable Device (1d20+5=6, 1d20+10=18) Erm... down to 2 HP! Mr T pities the fool who can't disable your device (1d10+20=21) $@%^!!! Link to comment
Avenger Assembled Posted February 3, 2010 Author Share Posted February 3, 2010 Ah, don't forget that was an HP expended there, Ecal. You pass! Just need initiative for Psyche. Link to comment
Ecalsneerg Posted February 3, 2010 Share Posted February 3, 2010 Ah, don't forget that was an HP expended there, Ecal. You pass! Don't forget that on skill re-rolls, rather than rolling 1d20, +10 if under 11, I roll 1d10+10 for the exact same result. Link to comment
Avenger Assembled Posted February 3, 2010 Author Share Posted February 3, 2010 Wander: 25 Steelgrave: 15 Psyche: 14 Hellion: 13 Omegadrones: 10 Geckoman: 6 Phalanx: 5 Wander is up Link to comment
Electra Posted February 3, 2010 Share Posted February 3, 2010 Second verse, same as the first, a little bit louder and a little bit worse! Or, less lyrically, another acrobatic bluff, followed by an all out power attack, attack at 13, damage DC 33, defense to +8. For the bluff, rolling this time after seeing his Sense motive: she gets a 31. And for the attack: Ooh, natural one. That sucked. Hero pont time! Much better, a 26. Erin's down to 4HP now. Link to comment
Avenger Assembled Posted February 3, 2010 Author Share Posted February 3, 2010 Sonofa! Wander, have another HP! Shadivan is bruisedx2 and staggered, but will shake off the stunned condition on his turn. He Feints Wander. That's a DC 30 Sense Motive or Bluff check. Link to comment
Avenger Assembled Posted February 4, 2010 Author Share Posted February 4, 2010 Psyche is up. Don't forget to make those saves for your powers. Link to comment
Ecalsneerg Posted February 4, 2010 Share Posted February 4, 2010 Steelgrave deserved to die, but if she tried to kill him, some of her teammates might try and stop her, and that could get them all killed. You know me all too well. Link to comment
alderwitch Posted February 4, 2010 Share Posted February 4, 2010 Concealment check: 1d20=8 That's a failure but not so big a deal as I was hoping to switch my array anyhow. TK: 1d20=2 That's not working either. *sigh* Tech check to figure out how to shut the gun down: 1d20+13=19 HP for the reroll: 1d20+13=30 Much better. And the roll for protection: 1d20=7 Which is down too. Great. Link to comment
Cyroa Posted February 4, 2010 Share Posted February 4, 2010 Am I up? And since I ported over to where Phalanx & Psyche are, am I making those nullify rolls too? Link to comment
Avenger Assembled Posted February 5, 2010 Author Share Posted February 5, 2010 James, you are up. And no, you don't have to make nullify checks. That's just for the people who get their powers by WILL OF THE LORD AND MASTER OF THE TERMINUS.[1] Psyche, this gun is a portal to the Terminus itself. There's only one way to be totally sure of destroying it: rip it out of its housing and throw it in the volcano! As for the voices in your head encouraging you to die for the Lord and Master of the Terminus, your Will save is high enough that you pass automatically. This round. [1] Accuracy of this statement has not been validated. Link to comment
Cyroa Posted February 6, 2010 Share Posted February 6, 2010 Hellfire control 9 (selective area) Link to comment
Avenger Assembled Posted February 6, 2010 Author Share Posted February 6, 2010 That's a DC 22 Tou save, Ecal. The drones are choosing to inflict full knockback, if applicable, aiming to knock Geckoman backwards into the lava pit. Link to comment
Ecalsneerg Posted February 7, 2010 Share Posted February 7, 2010 DC 22 Toughness (1d20+7=19) Yay, no knockback! I will then throw a flashbang at those pesky Omegadrones (and their dumb Omegadog), DC 14 Reflex for the 20' area, DC 14 Reflex to look away, then DC 14 to start recovering. Fail? DEAFNESS! BLINDNESS! PAIN! Then... Skill Mastery Taunt Shadivar as a move action, total result of 26. Then Set-Up to Wander. Link to comment
Recommended Posts