Jump to content

[Interceptors] Zombie Powder is a Helluva Drug [OOC]


Recommended Posts

  • 4 weeks later...
  • Replies 186
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Okay, with Skill Mastery Grim's Stealth check is an Auto 33, so that's not a problem. I am confused as to what her Disguise check should be. Last time I rolled in this thread I used +20, but I have no idea where that came from. It seems too high for Enhanced Charisma and too low for Morph. She did have a separate Morph power back than that was not part of her Glamour array, which I think was Morph 2. This could explain the +20 (i.e Enhanced Charisma +10 combined with +10 from 2 ranks of Morph. I'll do a little digging to double check.

Just in case, I did roll it the same way I did last time, with the same result!

Disguise check: 1d20+20=30

Posted

Based on this earlier OOC post about the previous Disguise roll, I will say that Grim is indeed workin' the Enhanced Charisma/stand-alone Morph package on the hermanos, something she can no longer do based on a later character edit. Oh well, she can do other cool stuff nowadays. :D

  • 2 weeks later...
Posted

I'm assuming you'll want a Bluff check for this line of bull Grim's spinning; she's got 15 ranks of Bluff plus +10 for her current Charisma plus Skill Mastery, for a total of Auto 35.

Posted

I'm going to have Colt use Heroic Feat to grab Challenge (Use Acrobatics for Climb). If that's not appropriate, let me know and I'll change the post.

I think I can take a -5 or -10 to speed up the climb check, yes? I'll take a -10 if possible. With Skill mastery, that brings his total Acrobatics check down to a 20, but that should still be enough to scale the fire escape rather quickly.

Posted

The building doesn't have a fire escape per se, just the three sets of stairs at the back. Like the one Grim is on. You only need to make a check/use Acrobatics if you want to climb those steps in an especially smooth manner ;)

Posted

I guess my description wasn't clear enough. Jack and Grim are in Building A. Across the street is Building B. I would like to have Colt climb to the top of Building B to get a better vantage point on Building A. That doable?

Posted

DC was 29. So you do not see anything on the roof, so he gets a surprise round (since he does see you).

Standard Action: Use Smoke Pellet (Obscure 2, 10-ft.).

Move Action: Leap off roof (30 foot fall).

Acrobatics check to reduce damage from fall (1d20+9=18) reduces distance by (18-5) 13 feet, so it's treated as a fall of 17 feet. Damage form a fall is +1 per 10 feet, so that's... DC 17.

Toughness save, DC 17 (1d20+8=19) Booyeah.

You do hear the person land, though -- he's not that stealthy.

Posted

Okay, let me know if the following is kosher:

Switch to Jeircho (pistol) (free)

Run out of the cloud (since it's only 10 ft.) and jump off the roof after the dude. (move)

Fire a shot on the way down (standard)

tuck and roll with acrobatics on the ground (part of move? / free?)

Posted

Simple: He has a history of being a trick gun performer. I imagine he would be a dead eye while performing all manner of physically challenging feats.

"Armor Piercing Rounds" Blast 9 (Extras: Linked to Paralyze 9 [Extras], Penetrating 3; PF: Improved Range (175ft), Improved Critical 2, Ricochet, Variable Descriptor 2)

Power Attack 5; DC 29 TOU, DC 24 FORT on hit (1d20+15=17) oh hell no. re-roll.

re-roll. Power Attack 5; DC 29 TOU, DC 24 FORT on hit (1d20.minroll(11)+15=26) wtf? Nothing for it, I guess.

Skill Mastery the Acrobatics for a 30. reduces the falling by 25 feet or so? Should be a non-issue with his high toughness.

Posted

Toughness save (DC 29) and Fort save (DC 24) (1d20+8=28, 1d20+6=13)

Fails the Toughness save by 1, so he's bruised.

But fails the Fort save by 11, so he's paralyzed!

(How/why do his bullets paralyze? Be aware that "shooting through their spine" is not an acceptable answer.)

Shame about that dead-man's switch he had.

Everyone gets an HP for that, and now has a burning apartment complex to contend with.

Posted

I've explained the paralysis multiple ways before, I think... At one point I think I used a bullet that shocked their nervous system. Would that work? If not, I'm sure I could come up with something else. He does have Variable Descriptor 2 on just about all of his powers so anything Scientific would work, really.

EDIT: As this thread has been going on since February, I've forgotten how many HP we all have. By default Colt has 5. I think I used one to give Grim a shotgun early on, so that leaves me with 4. The extra HP now would put me back at 5, I think, right?

Posted

That works, sure.

Re-reading the threads, it looks like Colt's the only one to have spent any HP (and only one at that). So he's at [normal] HP, and Grim & Jack are at [normal +1] HPs.

Posted

Think you can fix up the

Colt's aim is true as ever, but the mystery man is no slouch himself -- a combination of armored clothing and keen reflexes protect him form most of the damage, and the shot only wings him in the shoulder. But that's enough for the [applied phlebotinum] to work its magic, and he falls, paralyzed.

then?

Guest
This topic is now closed to further replies.

×
×
  • Create New...