angrydurf Posted February 7, 2010 Posted February 7, 2010 Ace Danger, Jack of all Blades, and Edge foil a nefarious S.H.A.D.O.W. plot.
angrydurf Posted February 9, 2010 Author Posted February 9, 2010 Streetwise check to see if you can think of where in the west end might smell of peanuts Jack. Those not west end residents can't make the check :(
Gizmo Posted February 9, 2010 Posted February 9, 2010 Woof, gotta free some points for knowledge skills at some point. Intelligence check. (1d20=11) Not great. For the sake of argument, Vince can use Ultimate Skill to get an automatic 35 on Gather Information, and he's Well Informed. Should Jack just ask the ol' eyes and ears of the Interceptors?
angrydurf Posted February 9, 2010 Author Posted February 9, 2010 Well informed actually only applies to gather Info about a specific person, when you first meet them in fact. Not for general knowledge. However as I did not earlier realize you had no Streetwise (I'll have to read sheets more closely) We'll say that's a success There's an organic peanut roaster in west side. Most of the area around it is long time residential, but there has been new construction retrofitting a lot about a block away if the wind was right or if Aces contact had a good nose the smell could carry that far.
Gizmo Posted February 9, 2010 Posted February 9, 2010 Ha, alright, that works. For the sake of argument, Vince is set up to do super quick information searches, so he could probably help anyway, but it's just as well Jack doesn't come off a totally ignorant.
Heritage Posted February 9, 2010 Posted February 9, 2010 Wow, not one Knowledge skill? You can't keep letting Jack of All Trades do the heavy lifting :P
Gizmo Posted February 9, 2010 Posted February 9, 2010 Ngh, I know. Most of the time it's pretty good, but I definitely need to juggle some points around. I figure with +6 Charisma, he probably doesn't need ranks in Diplomacy. I'm so far not really sold of Sleight of Hand, either.
angrydurf Posted February 9, 2010 Author Posted February 9, 2010 Slight of hand is definitely something to leave to Jack of all Trades, especially with your dex. Diplomacy is a tougher case as it is definitely in JoaB's idiom but is actually nigh useless in most circumstances. Also look at picking up a couple ranks of luck and Beginners luck its basically stunting skills so rarely used ones can be dropped in favor of that.
Gizmo Posted February 9, 2010 Posted February 9, 2010 Yeah, Luck is definitely on my shopping list. That all sounds like good advice. Which would you recommend more, Beginner's Luck or Well Connected?
angrydurf Posted February 9, 2010 Author Posted February 9, 2010 As well connected doesn't exist I must say beginers luck Actually for Jack I would say beginners luck would be better than either connected, contacts, or Well informed (I assume you meant one of those by Well connected )
Gizmo Posted February 9, 2010 Posted February 9, 2010 What, now I have to use the correct words to communicate effectively? Picky! Yeah, I meant Well Informed. My concern with Beginner's Luck is that it eats HPs, which I guess is fine if you don't overuse it.
angrydurf Posted February 9, 2010 Author Posted February 9, 2010 I generally think of it as being like a power stunt but for skills. Like for instance Arrowhawk has an arrow for every situation but really only has like or so in his array that he uses with any regularity the rest are power stunts. Ace is the same but with skills he's done a ton in his life so has lots of skills, with beginners luck he can "remember" how to fly a plane when he needs it. the ranks from beginners luck do stick around for a scene so it works pretty well for that. Really there are alot of skills that its handy to have a few ranks in but so situational that its hard to justify spending pp on them so beginners luck fills in well.
Avenger Assembled Posted February 11, 2010 Posted February 11, 2010 Down an HP for the Accurate Burst Area Selective Teleport.
angrydurf Posted February 11, 2010 Author Posted February 11, 2010 Initiative Ace: Initiative (1d20=8) Power Corps: Initiative (1d20+5=7)
Avenger Assembled Posted February 13, 2010 Posted February 13, 2010 The top of the initiative order is for suckers anyway: 8
angrydurf Posted February 13, 2010 Author Posted February 13, 2010 Round one initiative 24 Jack of All Blades 1HP uninjured *up* 8 Edge 6HP Uninjured 8 Ace 5 HP Uninjured 7 Powercorps 1 Uninjured 7 Powercorps 4 Uninjured 7 Powercorps 6 Uninjured 7 Powercorps 8 Uninjured
Gizmo Posted February 13, 2010 Posted February 13, 2010 Jack doesn't have a sword formed yet, so he'll toss out standard action Feint at PC#1, DC 31, followed by a move action Taunt against the same guy, DC 26. He'll also take up a defensive stance, for a total Defense of 28. He'll form a 'laser' sword once the bad guys start blasting.
angrydurf Posted February 13, 2010 Author Posted February 13, 2010 PC1 can't beat a 31 and is fiented, Taunt is DC 26 Sense Motive (1d20+9=10) also successfull. DC 15 to hit (without Dodge bonus) for jacks next attack Shaken for one Round Edge is up, Feel free to toss an IC post about that up when ever you like Gizmo
Avenger Assembled Posted February 14, 2010 Posted February 14, 2010 DC 21 Reflex vs. DC 26 Damage. Edge spends an HP to make the one furthest from Jack reroll his Tou save.
angrydurf Posted February 14, 2010 Author Posted February 14, 2010 PC1 Reflex; Toughness (1d20+2=4, 1d20+9=14) Fail for full damage and Staggered, Stunned and Bruised. Others Reflex Reflex PC4; PC6; PC8. (1d20+4=13, 1d20+4=21, 1d20+4=12) PC6 passes others Fail Others Toughness Toughness Checks PC4; PC6; PC8; PC8 (1d20+11=15, 1d20+11=24, 1d20+11=19, 1d20+11=30) PC4 Stunned, staggered, and Bruised, PC6 Passes, PC8 Bruised and stunned.
angrydurf Posted February 14, 2010 Author Posted February 14, 2010 Ace will Feint number six as a standard action taking 10 for a 33, then Taunt as a Move Action taking ten for a 33 once more He'll then set up for Jack.
angrydurf Posted February 14, 2010 Author Posted February 14, 2010 Charge attack on Ace Danger (1d20+11=19) A miss! DC to hit lowered to 12 for Jack 17 for the rest of us.
angrydurf Posted February 14, 2010 Author Posted February 14, 2010 Round Two Initiative 24 Jack of All Blades 1HP uninjured *up* 8 Edge 5HP Uninjured 8 Ace 5 HP Uninjured 7 Powercorps 1 Staggered stunned and bruised 7 Powercorps 4 Staggered stunned and bruised 7 Powercorps 6 Feinted, taunted, Charging 7 Powercorps 8 Stunned and Bruised
Gizmo Posted February 14, 2010 Posted February 14, 2010 First, Jack will more to finish off PC1: Power Attack 5, Autofire 1. (1d20+10=30) Woah-ho! Crit! So, DC 22 + 5 + 5 + up to 4, depending on by how much he exceeded PC1's Defense. Since he's Feinted and Stunned, I'm pretty sure it'll total DC 36. Jack brings the pain. Let me know how that turns out before I figure out the rest of the turn, because I'm hoping to knock him out then use Takedown Attack 2 to take a swing at PC6 as well.
Recommended Posts