Dr Archeville Posted October 19, 2010 Author Share Posted October 19, 2010 Ah, forgot to check if Colt's paralysis wore of the Mysterious Apartment-Bombing NPC Fort save to shake Paralysis off (DC 19) (1d20+6=11) :argh: Link to comment
Dr Archeville Posted November 15, 2010 Author Share Posted November 15, 2010 Full Action: Use Aim action. Motion of the van requires a Concentration check. Concentration check, DC 10 (1d20+3=6) GM Fiat (Grimalkin gets the HP) to re-roll. since the minimum result would be a 13, he passes. Free Action: Extrra Effort to SURGE for another standard action Standard Action: Fire on Grimalkin. I'm going to say that since it's only Grim's head sticking out the MAVERIC, she has cover, so she gets a +4 bonus to Defense. (Which nearly cancels the bonus he gets from Improve Aim....) Attack vs. Grimalkin (Defense 16); DC 22 Toughness save if it hits (1d20+14=32) Blast 5, + her Cold Iron weakness = Damage 7, so DC 22. And it is lethal. Link to comment
Heritage Posted November 15, 2010 Share Posted November 15, 2010 Grim hates being shot in the face! Toughness save vs facial impact: 1d20+14=22 Two quick questions: 1) Is she considerd flat-footed? If so, that's actually a 18, and I'll probably want to blow the HP on a reroll. 2) This is based off of Grim's current Toughness; back in February, she didn't have Protection 6 If she's flat-footed and we're using February stats, she may be missing a head unless I blow that HP :o Link to comment
Dr Archeville Posted November 15, 2010 Author Share Posted November 15, 2010 Let's go with yes on both, to make this final encounter that much more dramatic (and a reason to really not like this guy when he makes an inevitable return in the future)! Link to comment
quotemyname Posted November 15, 2010 Share Posted November 15, 2010 Full Action: Use Aim action. Motion of the van requires a Concentration check. Concentration check, DC 10 (1d20+3=6) GM Fiat (Grimalkin gets the HP) to re-roll. since the minimum result would be a 13, he passes. I don't like where this is going... EDIT Just wondering: If they're pursuing criminals that are likely known to be if not assumed to be dangerous for saftey sake, I doubt they'd be rolling through town with the windows down. If he's shooting through the Windshield, that's fine. My question is: Would Grim get any bonus to her toughness for the glass taking an edge off the shot? I realize she's been given a cover bonus, but the MAVERIC is an armored assault vehicle. It likely has armor plating and bullet proof glass and such (thus it's high toughness rating). END EDIT I'd just like to offer a point of order. I really don't remember the stats that Colt had back in February. He hasn't had too many drastic changes, though. I've basically added Gun Supremacy, Investigate, Drive, and Pilot ranks, and Combat Caps. He started at PL12, and I think he was probably at least around PL13.5 back in February. What stats would you like me to use, Doc? Link to comment
quotemyname Posted November 15, 2010 Share Posted November 15, 2010 Furthermore: I have an edit going through about this: Complications: Significant Other - Grimalkin and Colt's long term relationship has developed into something greater than the bond shared by simple lovers. Colt cares deeply for Grimalkin and will go to great lengths to make sure she is protected. And I can't see why that shouldn't have been on his sheet ages ago... That said, if you'd allow it doc, I'd like to invoke that complication, to have Colt be required to make Concentration and/or Drive checks to maintain control of the MAVERIC. In case you do say yes, I'll just go ahead and roll. I will not be using Skill Mastery for Drive, as this is a special case. I feel it should require a roll. Concentration check to control MAVERIC (1d20+3=4) lol. HP Reroll: Concentration check to control MAVERIC (1d20.minroll(11)+3=20) Better. Drive check to maintain control of MAVERIC (1d20+15=26) Link to comment
Dr Archeville Posted November 15, 2010 Author Share Posted November 15, 2010 Keep in mind this adventure takes place in February. Were they that close then? (I honestly don't know the 'timeline' of y'all's courtin') Link to comment
Heritage Posted November 15, 2010 Share Posted November 15, 2010 Keep in mind this adventure takes place in February. Were they that close then? (I honestly don't know the 'timeline' of y'all's courtin') They actually started dating in the fall of 2009, very shortly after the team started up; they, um, consummated the relationship in November, right after the Invasion of Hell. Okay, I'll see what happens to Grim's face in a second. :twisted: Link to comment
Heritage Posted November 15, 2010 Share Posted November 15, 2010 Okay, her adjusted total on the roll was 12, which fails by 10. Folks in the chat told me that was Stunned and Staggered, which I'm letting her take for the drama! Cue Colt going bats*** crazy! :D Link to comment
Dr Archeville Posted November 15, 2010 Author Share Posted November 15, 2010 Indeed, and he does get an HP for the complication! EDIT: Actually, it's worse. You may have missed that I indicated he's doing lethal damage -- this is a madman firing a gun with a cold iron bullet at a faerie -- so failing by 10 puts you at Staggered + Disabled + Stunned. Staggered: A staggered character can take a single move or standard action each round, not both. Any further damage to a staggered character shifts the character's condition to unconscious. Disabled: A disabled character is conscious and able to act but badly injured. He can take only a single attack or move action each round, and if he performs any strenuous action, his condition changes to dying after the completing the action. Strenuous actions include moving all out, attacking, or using any ability requiring physical exertion or mental concentration (including any power requiring a standard action). Less "grazed her temple," more "tore open her jugular" Link to comment
quotemyname Posted November 15, 2010 Share Posted November 15, 2010 :argh: And the result of my skill checks? Do they pass? Fail? Spectacularly in either direction? I'd like to know before I write up any response. Link to comment
Dr Archeville Posted November 15, 2010 Author Share Posted November 15, 2010 They pass, so Colt does not lose control of the MAVERIC (unlike the driver of the van Mysterious Sniper is in). Link to comment
Heritage Posted November 16, 2010 Share Posted November 16, 2010 Less "grazed her temple," more "tore open her jugular" Goodness gracious! Well I'm already emotionally commited to Critically Injured Grim. so let's put that free Diehard feat to the test, shall we? Link to comment
Gizmo Posted November 16, 2010 Share Posted November 16, 2010 Sorry, are we rolling initiative here or...? Link to comment
Dr Archeville Posted November 17, 2010 Author Share Posted November 17, 2010 I suppose we should; it's possible he may go again before one of you obliterates him. Link to comment
Gizmo Posted November 17, 2010 Share Posted November 17, 2010 Initiative. (1d20+9=20) Incidentally, any sign of that specific magic type the hunter left behind at the fire? Link to comment
Dr Archeville Posted November 17, 2010 Author Share Posted November 17, 2010 Point of clarification, the magic wasn't at the fire, it was at the streetlight Colt'd cuffed him too. And, yes, JoaB sees it on the guy's wrists, at the same "non-active magic item" level. Initiative for Mysterious stranger (1d20+7=9) Link to comment
quotemyname Posted November 17, 2010 Share Posted November 17, 2010 I suppose we should; it's possible he may go again before one of you obliterates him. Not likely. Initiative (1d20+12=24) Link to comment
Heritage Posted November 18, 2010 Share Posted November 18, 2010 Here's an Init roll for Grim, though I don't think she's gonna be able to use it right away. Initiative: 1d20+12=26 BTW, any possibility she could power stunt Heal or Regeneration as an AP off of Morph? She had 8 ranks back In February. Link to comment
Dr Archeville Posted November 18, 2010 Author Share Posted November 18, 2010 She had more ranks back then? So... 24pp to work with? Regen, no, since that's a Permanent power. Healing... I'm reluctant on, since it'd remove much of the urgency/drama... but I'll allow it as I know what seeing her healing so quickly will do to Mysterious Stranger :twisted: Since Healing is by default a full action, you'll need to buy the Action down to be able to use it, since she's Staggered. Also, keep in mind that -- since she is Disabled -- if the Healing check fails, her condition will worsen to dying. (The free Diehard feat everyone has means she'd automatically stabilize on the following round.) EDIT: Actually, scratch that, she's stunned, so she can't do anything but bleed. Well, she can take reactions... like spend an HP to gain an Alt Power feat... so, yeah, she still can! Link to comment
Heritage Posted November 18, 2010 Share Posted November 18, 2010 She had more ranks back then? So... 24pp to work with? Regen, no, since that's a Permanent power. Healing... I'm reluctant on, since it'd remove much of the urgency/drama... but I'll allow it as I know what seeing her healing so quickly will do to Mysterious Stranger :twisted: Since Healing is by default a full action, you'll need to buy the Action down to be able to use it, since she's Staggered. Also, keep in mind that -- since she is Disabled -- if the Healing check fails, her condition will worsen to dying. (The free Diehard feat everyone has means she'd automatically stabilize on the following round.) EDIT: Actually, scratch that, she's stunned, so she can't do anything but bleed. Well, she can take reactions... like spend an HP to gain an Alt Power feat... so, yeah, she still can! I dropped her Glamour array down to 7 ranks this month, but increased her effect to 3 pp per level (All Forms instead of Humanoids only), so she actually only had 16 pp to work with back in February. So should I try Healing now or wait a bit dramatically? :twisted: Link to comment
Dr Archeville Posted November 18, 2010 Author Share Posted November 18, 2010 Do it now if Mysterious Stranger would be able to see her doing so. Link to comment
Dr Archeville Posted November 18, 2010 Author Share Posted November 18, 2010 Speaking of, now that you've all had a good look at the Mysterious Stranger, there's a chance you know who it is. Make a "know the bad guy" roll (assorted Knowledges, or Gather Info if you have Well-Informed). Link to comment
Gizmo Posted November 18, 2010 Share Posted November 18, 2010 Knowledge [streetwise] check. (1d20=13) Probably not. Link to comment
quotemyname Posted November 19, 2010 Share Posted November 19, 2010 I said to myself, "Colt's not a 'knowing things' character, but I'll look at his sheet anyway". I realized that he actually has Gather Info and Well-Informed. And then I was like, "Riiiiiiight he used to be a bounty hunter like a year ago. He's gotta know who he's after!" Gather Info (Well Informed) (1d20+10=29) And he does! Link to comment
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