Gizmo Posted February 5, 2010 Share Posted February 5, 2010 Jack and Colt head to a bar while Grim goes to talk with the cops. Score. Link to comment
quotemyname Posted February 5, 2010 Share Posted February 5, 2010 Wow... I must say, I love the name. Link to comment
Dr Archeville Posted February 5, 2010 Share Posted February 5, 2010 So is Interceptors: Intervention finished? If so, I'll lock it up (after making a small addition....) Link to comment
Heritage Posted February 5, 2010 Share Posted February 5, 2010 So is Interceptors: Intervention finished? If so, I'll lock it up (after making a small addition....) Well either we can wrap it up and I can start a new one, or Grim can see Colby as part of this thread; which works best for folks? Link to comment
quotemyname Posted February 5, 2010 Share Posted February 5, 2010 It doesn't matter to me... If doc has a good post to end the thread on, it might sound cooler if we start a new thread afterwards... Link to comment
Gizmo Posted February 5, 2010 Author Share Posted February 5, 2010 Probably makes more sense for it to be a new thread; meeting Colby isn't really an 'intervention', and it's more about Grim specifically than the Interceptors collectively. Link to comment
Heritage Posted February 5, 2010 Share Posted February 5, 2010 Fair enough; that might be a solo thread, or we might bring everyone else into it later. We'll see what works better. Link to comment
quotemyname Posted February 5, 2010 Share Posted February 5, 2010 Just a quick note about your first post, Gizmo. High Noon occurs on Jan 15th, so This should probably be before that, right? You mentioned february in the beginning. Link to comment
Gizmo Posted February 5, 2010 Author Share Posted February 5, 2010 Oh, sure, if that works better for you. I'll change it to January. Link to comment
quotemyname Posted February 5, 2010 Share Posted February 5, 2010 Okay, I think that's probably best. It was Heritage that caught it actually, but I like continuity myself :D Link to comment
Gizmo Posted February 6, 2010 Author Share Posted February 6, 2010 Woe, a high Charisma score can't compete with an accent. Link to comment
quotemyname Posted February 6, 2010 Share Posted February 6, 2010 It'll get worse before it get's better. Better hope she's not someone's boyfriend :P Link to comment
Gizmo Posted February 7, 2010 Author Share Posted February 7, 2010 Jack Initiative. (1d20+9=20) FCC Firebirds Initiative. (1d20=5) Link to comment
Gizmo Posted February 7, 2010 Author Share Posted February 7, 2010 Unarmed attack. (1d20+11=31) That's DC 17+5=22! Toughness save. (1d20+3=23) What. Link to comment
quotemyname Posted February 7, 2010 Share Posted February 7, 2010 Power Attack 5 DC 22 on hit (1d20+11=31) It seems I also crit. That man is not having a good day. Link to comment
Gizmo Posted February 7, 2010 Author Share Posted February 7, 2010 Toughness save. (1d20+3=8) No, he is not. That fails by 19. He's unconscious. Link to comment
Gizmo Posted February 7, 2010 Author Share Posted February 7, 2010 Okay, I screwed up the formatting on the rolls a bit, but the gist is two of them attack Eric with combined attack, and two attack Bill, same deal. They all miss. Eric pulls a move action Feint at DC 26 on the first attacker, who fail his save badly. Eric takes a swing at him: Unarmed attack. (1d20+11=21) That hits, DC 17, Toughness save. (1d20+3=4). Fails by 13, Staggered and Stunned. Link to comment
quotemyname Posted February 8, 2010 Share Posted February 8, 2010 Accrobatic Bluff DC 30 w/ SM. Then Power Attack 5 (1d20+11=23) Link to comment
Gizmo Posted February 8, 2010 Author Share Posted February 8, 2010 With Power Attack, that should be +9, but 21 is still more than enough to hit. Firebird Toughness save. (1d20+3=12) Fails by 10, Staggered and Stunned like his pal. Okay, the remaining six guys make it to our heroes, so they're not outnumbered 4 to 1! Oh noes! The football players wise up and use Aid to grant some attack bonus: The guys attacking Eric all make their Aid checks, so the forth guy gets +6 to attack! It's not enough to hit ol' Eric, though: Unarmed attack. (1d20+10=16) Same deal with the guys attacking Billy: They make their Aid checks, then one Unarmed attack. (1d20+10=13) Colt mocks their attempts. Right, Jack's gonna dish out another Feint at DC 26, Firebird fails: Feint Save DC 26 (1d20=14). Unarmed Power Attack 5. (1d20+6=21) Hits, natch, so Toughness save vs. DC 22. (1d20+3=5) Fails by 17, unconcious. That means Jack get's a free Takedown Attack against the next Firebird! Unarmed Power Attack. (1d20+6=26) Crit! That's DC 27! Toughness Save vs. DC 27. (1d20+3=12) Fails by 15, also unconscious. Sweet. After all of that, Billy's up. 3 unconscious Firebirds, 2 staggered and 6 still up and swinging. Link to comment
quotemyname Posted February 8, 2010 Share Posted February 8, 2010 So I'm not sure what I can get with a thrown chair, but I'm better with ranged than I am with melee any how. I'll throw the chair, and power attack with it. I'll assume that It's at least my Str mod as the DC, maybe +2 for having hard objects hit him in the facial region...Also another acrobatic Bluff against the same dude. DC 29 this time for repeated usage. Power attack 5 w/ chair DC 24? (1d20+13=26) Link to comment
Gizmo Posted February 8, 2010 Author Share Posted February 8, 2010 You're attack the guy who's already staggered? Harsh! I'm just going to have the staggered guys give up; these aren't supper villains, after all. You want to attack one of the healthy guys instead? DC 24 sounds good to me. Let's just go with that. Link to comment
quotemyname Posted February 8, 2010 Share Posted February 8, 2010 Yea, sure. I'll chuck it at mr. hale and hearty over there. :P Link to comment
Gizmo Posted February 8, 2010 Author Share Posted February 8, 2010 Toughness check vs. DC 24. (1d20+3=4) Ooh, and he goes down hard! Alright, there's only five of them left now. They get desperate and all attack normally, two against Eric and three against Billy. 8, 13, 18, 15 and 10 No hits. This is not terribly surprising. Jack Feints, then swings. Feint save vs. DC 26 (1d20=20) The jock actually makes it, but Unarmed Power Attack 5. (1d20+6=16) Jack hits anyway. Toughness save vs. DC 22. (1d20+3=8) Fails by 14, that's another one Stunned and Staggered. 4 to go! Link to comment
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