Supercape Posted September 3, 2010 Posted September 3, 2010 Ok as we are moving into combat: I am arbitarilly giving SC -4 on initiative and -2 to all other rolls (bar toughness and fortitude as they probably aren't affected) due to moderate intoxication. Initiative 1d20-4=9
Aoiroo Posted September 3, 2010 Author Posted September 3, 2010 Stat's for Zoom User. STR 14 (+2) DEX 18/14 (+4/+2) CON12 (+1) INT10 (+0) WIS 12 (+1) CHA 14 (+2) TOUGHNESS +4* FORTITUDE +5 REFLEX +8 WILL +5 Skills: Bluff 4 (+6), Knowledge (popular culture) 4 (+4), Notice 4 (+5), Perform (dance) 4 (+6) Powers: Enhanced Dexterity 4, Enhanced Feats 14 (Attack Specialization [unarmed] 2, Defensive Roll 3, Dodge Focus 4, Elusive Target, Evasion 2, Instant Up, Move-By Action), Super-Speed 4 (100 MPH, Rapid Attack; Power Feats: Moving Feint1, Wall Run; Alternate Powers: Nauseate 4 [spin opponent], Stun 4 [quick strike]) Combat: Attack +4, +8 (unarmed), Grapple +5, Damage +2 (unarmed), +4 (nauseate or stun), Defense +8 (+2 flat-footed), Knockback -2, Initiative +20 Totals: Abilities 16 + Skills 4 + Powers 42 + Combat 16 + Saves 12 = 90
Aoiroo Posted September 3, 2010 Author Posted September 3, 2010 Silhouette Initiative Role 9 http://invisiblecastle.com/roller/view/2675039/ Zoom user http://invisiblecastle.com/roller/view/2675042/
Aoiroo Posted September 4, 2010 Author Posted September 4, 2010 Silhouette Stealth Roll 17 Zoomer Notice Roll 9 Zoomer attack roll 18 against Supercape.
Supercape Posted September 4, 2010 Posted September 4, 2010 Ok thats enough to hit Poor Cape Who hasn't got his force field activated 1d20+5=9 Ouch! Vs DC 17, thats stunned and bruised!
Aoiroo Posted September 4, 2010 Author Posted September 4, 2010 Zoomer tries to pick up the unconcious boy. Strengh roll 12 http://invisiblecastle.com/roller/view/2675073/ Silhouette tries to pull boy down but fails the roll 7 http://invisiblecastle.com/roller/view/2675077/ Boy tries to take off, but Sil sweeps his feets dex roll 20 (+3 for dex, plus 4 for improved trip) http://invisiblecastle.com/roller/view/2675095/ Boy fails dex roll and trips mid acceleration 14 http://invisiblecastle.com/roller/view/2675085/
Supercape Posted September 4, 2010 Posted September 4, 2010 Supercape is up, albeit bruised and drunk! Time for a frazzle! All the high defence in the world wont help against perception ranged attacks ZAP! Rolling zoomboys toughness (I am giving him +7 as defensive roll is +2 per rank now) 1d20+7=13 DC of Rad Blast is 25, so thats Bruised, Staggered, Stunned!
Aoiroo Posted September 4, 2010 Author Posted September 4, 2010 Silhouette uses the mighty strike on his back, 26 http://invisiblecastle.com/roller/view/2675123/ Zoomers toughness doesn't hold out so he's out cold 7 http://invisiblecastle.com/roller/view/2675118/
Aoiroo Posted September 4, 2010 Author Posted September 4, 2010 Silhouette does a physics knowledge roll 24 http://invisiblecastle.com/roller/view/2676049/
Aoiroo Posted September 8, 2010 Author Posted September 8, 2010 Silhouette is trying to sneak trying to get the light switch. 11 http://invisiblecastle.com/roller/view/2680854/ The guys don't notice 9 http://invisiblecastle.com/roller/view/2680857/
Supercape Posted September 11, 2010 Posted September 11, 2010 NOt sure if this is relevant but 1d20=6 for his initiative Then, the rad blast - which will be auto hit 1d20+4=16 for zoomers toughness, vs DC 25 Enough for a bruise and a stun
Aoiroo Posted September 11, 2010 Author Posted September 11, 2010 Silhouette rolls for initiative, 16 http://invisiblecastle.com/roller/view/2683915/ Dealer rolls for initiative 17, http://invisiblecastle.com/roller/view/2683916/ Dealer Kicks Sil in face(Attack), 4 http://invisiblecastle.com/roller/view/2683928/ Sil ignores(toughness) 14 http://invisiblecastle.com/roller/view/2683926/ Silhouette grapple roll with dealer, 22 http://invisiblecastle.com/roller/view/2683908/ Drug Dealer 17 http://invisiblecastle.com/roller/view/2683913/
Supercape Posted September 11, 2010 Posted September 11, 2010 Cape is going to try a cage round the zoomer. Its auto hit, but he does get a reflex save 1d20+8=11 No good. Given its a toughness 10 cage, he won't be breaking out of that. Of course, it does tie Supercape down to maintaining the cage.
Recommended Posts