Ecalsneerg Posted October 9, 2010 Share Posted October 9, 2010 OK, scene is established enough. NETWORK IS FREE! Either a History or Popular Culture check (DC20) will tell you this is the Iron Age superhero, Network. Roll initiative, but note that he hasn't actually attacked anything yet. Link to comment
Gizmo Posted October 10, 2010 Share Posted October 10, 2010 Knowledge (Popular Culture) Check. (1d20+10=18) Well Informed Check. (1d20+15=16) Well, nuts. Initiative. (1d20+3=18) Link to comment
Ecalsneerg Posted October 10, 2010 Author Share Posted October 10, 2010 Knowledge, Initiative, Network initiative (1d20+5=23, 1d20+4=14, 1d20+5=12) Geckogirl knows who he is. OK! Have a HP for the fact they're both in their Secret identities, but no other HP because he's not acted yet. And, thus hasn't risked harming anyone yet. Blaise - 18 - 4HP - Unharmed Geckogirl - 14 - 4HP - Unharmed Network - 12 - NPC - Unharmed, but crazy Link to comment
Ecalsneerg Posted October 10, 2010 Author Share Posted October 10, 2010 Network blows stuff up. Back to Blaise! Link to comment
Gizmo Posted October 10, 2010 Share Posted October 10, 2010 Blaise O'Glory Move Action: Run back out into the diner, strike a pose! Standard Action: Taunt vs. Network. (1d20+15=27) Link to comment
Ecalsneerg Posted October 11, 2010 Author Share Posted October 11, 2010 Network can't resist, and is Taunted. Geckogirl attempts Diplomacy as a full-round action, with a net -7 modifier. Attempt at diplomacy (1d20-7=11) Yeeeesh. Then Network decides to blow up Blaise, using Move-By action. He flies out of the diner. BOOM (1d20+6=22) DC 25 Toughness save, ouch. Blaise - 18 - 4HP - Unharmed Geckogirl - 14 - 4HP - Unharmed Network - 12 - NPC - Unharmed, demoralised for 1 round Link to comment
Gizmo Posted October 11, 2010 Share Posted October 11, 2010 Blaise O'Glory HP: Double dodge bonus for the turn, putting her at 29 and easily avoiding the lightning. Move Action: Follow Network outside. As for her Standard Action, I guess that depends on how much of a lead Network has on her. What's she see when she gets outside? Link to comment
Ecalsneerg Posted October 13, 2010 Author Share Posted October 13, 2010 Blaise O'Glory HP: Double dodge bonus for the turn, putting her at 29 and easily avoiding the lightning. Move Action: Follow Network outside. As for her Standard Action, I guess that depends on how much of a lead Network has on her. What's she see when she gets outside? Network is hovering outside the cafe, looking around in awe at the more high-tech Freedom City than the one he's used to in the 90s. He's probably in grappling hook distance. People are still running from the crazy electrical monster, though. Link to comment
Gizmo Posted October 14, 2010 Share Posted October 14, 2010 Alrighty then, she'll make another move action to get up there, then, and make a Sense Motive check. (1d20+15=34) What does that tell her about Network's intent? Link to comment
Ecalsneerg Posted October 19, 2010 Author Share Posted October 19, 2010 He's coming across, not as malicious, but more so that he's really pissed off at being stuck as a collection of computer data for 40 years. In his eyes, he's a superhero (which he pretty much was), and on top of all the crap he got back in the 80s-90s, nobody ever came to save him. Also, am I blatantly Fiating possession against myself just because? Yeah, I am. Link to comment
Gizmo Posted November 2, 2010 Share Posted November 2, 2010 Blaise O'Glory Move Action: Feint Network! Move Action Feint. (1d20+10=29) Standard Action: Attack the possessed geckosuit! Three-Flames Katana Power Attack 1. (1d10+10=19) That's DC 21! Link to comment
Ecalsneerg Posted November 2, 2010 Author Share Posted November 2, 2010 Blaise - 18 - 4HP - Unharmed Geckogirl - 14 - 4HP - Unharmed, [suit is Injured] Network - 12 - NPC - Bruised, Injured, Stunned Network is temporarily disabled, so Cass is trying to clear the scene. Blaise is up again. Link to comment
Gizmo Posted November 2, 2010 Share Posted November 2, 2010 Alright, Emma's going to move all-out after Cassie using her grapple. There isn't any Speed on it, so that's just 120', but I think she gets +2 to her Defense since it's a movement power, mitigating some of her lost dodge bonus. Link to comment
Gizmo Posted November 4, 2010 Share Posted November 4, 2010 Notice Check. (1d20+15=33) Link to comment
Ecalsneerg Posted November 4, 2010 Author Share Posted November 4, 2010 Network PUNCH! DC 22! (1d20+10=27) Link to comment
Gizmo Posted November 4, 2010 Share Posted November 4, 2010 Toughness Save vs. DC 22. (1d20+3=19) Say whaaaaat! Link to comment
Ecalsneerg Posted November 4, 2010 Author Share Posted November 4, 2010 Resist Feint (1d20+7=14) Link to comment
Gizmo Posted November 4, 2010 Share Posted November 4, 2010 Blaise O'Glory Move Action: Feint Network! Again! Move Action Feint. (1d20+10=19) Standard Action: Attack the possessed geckosuit! Again! Three-Flames Katana Power Attack 5. (1d20+6=17) That's DC 25. Link to comment
Ecalsneerg Posted January 27, 2011 Author Share Posted January 27, 2011 Ok, to jog my memory... jogged! Sense Motive (1d20+8=24) Repeated feinting = easy resisting And he dodges! However, he decides to come out anyway. And Fiats up a shiny new attack off his Electrical Control... Blast 6 (Extras: Perception [+2], Flaws: Additional Save [Reflex DC20 to drop sword] [-1]) [20PP] This is probably not accurate but doing it properly'd be a mess of linked Blasts and disarms with Extras and Flaws, and you get a HP for it anyway So... make DC 20 Reflex save to drop sword, or fail (or willingly fail) and get electrozapped for a DC 16 Stun Blaise - 18 - 5HP - Bruised Geckogirl - 14 - 4HP - Unharmed, [suit Injured] Network - 12 - NPC - Unharmed, Taunted once, Feinted thrice Link to comment
Gizmo Posted January 28, 2011 Share Posted January 28, 2011 Wait, so is that a Blast or a Stun? What is she rolling against it with? Link to comment
Ecalsneerg Posted January 28, 2011 Author Share Posted January 28, 2011 Gah, editing error. It's a Stun, DC 16 Fort. Link to comment
Gizmo Posted January 28, 2011 Share Posted January 28, 2011 Blaise is going to hold onto the sword voluntarily, and save against the Stun. Fortitude Save vs. DC 16. (1d20+5=20) Blaise O'Glory Move Action: Fast Taunt vs. Network. (1d20+10=26) Standard Action: Three-Flames Katana Attack. (1d20+11=15) Three-Flames Katana Attack HP reroll. (1d20+11=16) So that's a 26 , total. That's a DC 20 Toughness save, with 'mystical flaming sword' as the descriptor, so hopefully it should have some effect on Zappy McZapZap. Let me know how that goes and I'll get the IC post up. Blaise - 18 - 4HP - Bruised Geckogirl - 14 - 4HP - Unharmed, [suit Injured] Network - 12 - NPC - Unharmed, Taunted once, Feinted thrice Link to comment
Ecalsneerg Posted February 1, 2011 Author Share Posted February 1, 2011 I'll let it hurt him. But it'll have to be from the fire and magic, not the steel. Toughness DC 20 (1d20+7=13) Bruised! And stunned! Link to comment
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