Avenger Assembled Posted July 12, 2010 Share Posted July 12, 2010 Young Freedom takes a little trip. Link to comment
Gizmo Posted July 13, 2010 Share Posted July 13, 2010 Keeping in mind that James can basically Bluff him as long as he want to, it seemed appropriate for Trevor to get another Sense Motive check. (1d20+15=24) Hahaha... no. He still doesn't know why James is acting kinda weird. Link to comment
Ecalsneerg Posted July 20, 2010 Share Posted July 20, 2010 Reallocating Equipment ranks in this thread... The Geckosuit goes from Protection 3 [subtle], to Protection 3 + Immunity 1 (cold). A full immunity seems too much for cold, so perhaps like D&D 3.5 cold weather outfits and grant a +5 bonus to saves against cold? (Yes, I'm blatantly being Nite-Owl, why do you ask?) Link to comment
Gizmo Posted July 20, 2010 Share Posted July 20, 2010 Right, should mention that M2 is tying up 1 point of his Gadgets in Immunity 1 (cold). 9 left! Link to comment
Avenger Assembled Posted July 21, 2010 Author Share Posted July 21, 2010 It's a DC 25 Notice check to spot the lock; characters who can see through Obscure succeed automatically. It's a DC 30 Strength check to turn the lock. I need a DC 20 Earth Sciences or DC 20 Survival check from people who can make that check. It's very cold, but I'm assuming we'll all get out BEFORE we need to make the checks vs. cold. ;) Link to comment
angrydurf Posted July 21, 2010 Share Posted July 21, 2010 Ok I think my counters obscure counts for this. I'll set my array to full SS for 11 ranks total. Roll for strength check came up 1d20=3 If I get to count SS levels that's just enough (+16 str +11 SS + 3 rolled = 30) If SS doesn't apply I'll reroll 1d20=4 which with the +10 for reroll is just enough with base strength alone (14 + 16 = 30) IC sucks btw. Link to comment
Darksider42 Posted July 21, 2010 Share Posted July 21, 2010 Rift will use his Sonar to "see" whats going on Daredevil style until they are inside and can see properly. Hes really not strong enough to get the lock open but phalanx seems to get that bit done. Link to comment
Electra Posted July 22, 2010 Share Posted July 22, 2010 Erin makes the survival check, though it costs her an HP to do so. Link to comment
alderwitch Posted July 22, 2010 Share Posted July 22, 2010 Alex did not make the Science check with a 16 unless she gets the bonus for eidetic memory. As for survival: 1d20+11=19 nope. Link to comment
Avenger Assembled Posted July 23, 2010 Author Share Posted July 23, 2010 If you don't think your character has enough knowledge of superhero history to know about the Centurion's robots, roll History. Not going to worry about them too much, since they're not terribly secret. Link to comment
Avenger Assembled Posted July 23, 2010 Author Share Posted July 23, 2010 Have an HP for not being able to see through the walls, durf. (And anyone else with Concealment Penetration that I am unaware of) Link to comment
Avenger Assembled Posted July 26, 2010 Author Share Posted July 26, 2010 Hiroshima Shadow goes on 15 Mark spends an HP (dropping him down to 6 from Luck) to Seize the Initiative, so he'll go first. The Centuritrons will go on 10 I'll say there's no surprise round for this one, since the robots are giving you guys plenty of warning. Psyche, have an HP for the Fiat of Medea picking up what you were doing. Initiative checks, please. Link to comment
angrydurf Posted July 26, 2010 Share Posted July 26, 2010 Phalanxs Initiative (1d20+4=15) Link to comment
Darksider42 Posted July 26, 2010 Share Posted July 26, 2010 Aaand Rift goes on an 8 :/ Spending a HP to change that (HP runs away from the threat of CANCER!) 16 Major improvement. Link to comment
Ecalsneerg Posted July 27, 2010 Share Posted July 27, 2010 Geckonitiative (1d20+10=11) Um... HERO! (1d10+20=21) Link to comment
alderwitch Posted July 27, 2010 Share Posted July 27, 2010 Wow, I'm actually going on 1d20=20 Link to comment
Avenger Assembled Posted July 27, 2010 Author Share Posted July 27, 2010 Initiative Count: Mark: Seize Initiative Wander: 27 Geckoman: 21 Psyche: 20 Rift: 16 Midnight 2: 16 Phalanx: 15 Hiroshima Shadow: 15 Hellion: 10 Centuritrons: 10 Mark is up Link to comment
Avenger Assembled Posted July 27, 2010 Author Share Posted July 27, 2010 Mark Inspires everybody but Hellion, since he only has +6 Charisma. Hellion he gives an HP to via Luck Control. He's currently down 3 HP, leaving him with only 4. :shock: Wander is up. Link to comment
Electra Posted July 27, 2010 Share Posted July 27, 2010 Erin is going to use Acrobatic Bluff as her move action, skill mastery plus five for the inspire means it's a DC 33 for the first robot to not be flatfooted. She will do a full power attack against the first robot. 1d20+14=19 DC 34 toughness save for the robot. Spend an HP to surge, power attack the same robot again. 1d20+14=34 A critical hit! DC 39 toughness save. Link to comment
Avenger Assembled Posted July 27, 2010 Author Share Posted July 27, 2010 A palpable hit! The robot is injured, stunned, disabled, and staggered. And again! OK, the Centuritron robot Erin was attacking is out. Link to comment
Avenger Assembled Posted July 27, 2010 Author Share Posted July 27, 2010 Geckoman is up. Link to comment
Ecalsneerg Posted July 27, 2010 Share Posted July 27, 2010 Move Action: Improved Taunt, DC 32 to resist getting shaken. Standard action: Feint, again DC 32 with my skill mastery, and with -2 to resist if the shaken result works. Free Action: Set-Up to Phalanx. Free Action #2: Laugh merrily. I has 1 HP :cry: Link to comment
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