Supercape Posted January 3, 2011 Author Posted January 3, 2011 OK magnificent bluff time from Slick Giving a +2 Situation modifier for morphing. 1d20+7=18 And on that subject, disguise roll 1d20+13=31 Which Knuckles cant beat!
trollthumper Posted January 11, 2011 Posted January 11, 2011 Finally coming around to this one. Okay, I've got a +1 from the Master Plan I put together (which should be different from the one Dragonfly put together, two parts of the same whole), but I still need to make a DC25 check because it's fast casting. 16. Screw it, Hero Pointing this. Boo yah, that's a 20. DC31 total, which means that ward is going down.
Supercape Posted January 11, 2011 Author Posted January 11, 2011 Ok Nick is functioning at full capacity.
Fox Posted January 11, 2011 Posted January 11, 2011 Dragonfly readies an action to blast any enemy that attacks, as soon as they attack. She knows this has to go south eventually!
Supercape Posted January 21, 2011 Author Posted January 21, 2011 May as well make initiative rolls for that eventuality! 1d20+4=13 for Slick.
Fox Posted January 21, 2011 Posted January 21, 2011 Yeah, we'll probably need it sooner rather than later.... Initiative Roll (Speed of Thought) (1d20 + 7=19)
Fox Posted January 27, 2011 Posted January 27, 2011 Taking 10 on the Computers roll to get the cell phone to hang up and cancel the call - maybe disconnect itself from the local cell towers, if that's possible. Computers check of 25; I'm assuming cell phones aren't built with the most awesome security ever.
Supercape Posted January 28, 2011 Author Posted January 28, 2011 Yep! Nick is at full power. The Ghosts aren't able to physically interact with the real world of course, although Nick is aware of them. Feel free to use them for fluff or stunts, of course (or +2 situation modifiers!)
trollthumper Posted February 3, 2011 Posted February 3, 2011 And that's gonna be a DC19 Will save against Fear on the part of... well, everyone except Slick and Dragonfly.
Supercape Posted February 3, 2011 Author Posted February 3, 2011 Yoikes. OK. Knuckles first then... Well, actually he has the fearless feat... never mind! I'm going to just say the non-combat people get the fear and run. Despite being drug addled! Knuckles goons are actually ex-military thugs. Im using the Soldier stats, with Streetwise and Drive skills at +4 added in. They are using various fire arms as described IC, and have leather jackets. Anyway... Will saves are only +1... 1d20+1=19, 1d20+1=13, 1d20+1=13 one makes it. Carrying a SMG. The woman sidekick is a straighforward thug. IM giving her +2 on this due to her loyalty to Knuckles and his fearlessness. 1d20+2=17 the Floozy still runs!!!
Supercape Posted February 3, 2011 Author Posted February 3, 2011 OK moving into Combat. Nicks action was effectively a surprise one. 19 - Dragonfly 2 HP - Unharmed 13 - Slick - 1 HP - Unharmed Need Initiative From Nick who is down (I think) to 1 HP 1d20+10=16 for Knuckles 1d20=8 or actually 9 if I add the +1 bonus, for the Goon. The chaos here is pretty bad, meaning Master Plan goes out of the window. Also, so many people milling around, its shooting into melee. And AoEs are going to be nasty for the "innocent" addicts.
trollthumper Posted February 3, 2011 Posted February 3, 2011 Nick goes on 21. Seeing as he's going again, this time he'll be switching out to Poltergeist's Rage, managing telekinetic arms to grapple everyone. ...well, that kinda sucks for initiating a grapple. But I'll go with it for now, as the ghosts are probably still waking up.
Supercape Posted February 3, 2011 Author Posted February 3, 2011 TT, As I see it the TK is ranged but AoE, I'm not exactly sure how that works with the House Rules - I imagine a Reflex roll will half the Grapple bonus.. so here we go... Knuckles 1d20+8=24 and has Evasion 2, so unaffected. Soldiers (1st is not feared) 1d20+1=11, 1d20+1=14, 1d20+1=6 all hit with full effect. Floozy 1d20+1=3 full effect. I will hand wave the civvies (1 male addict, 1 female addict, the Voodoo guy). The unconscious woman on the floor, it is safe to say is also grappled! Grapple checks... 1d20+6=9, 1d20+6=13, 1d20+6=16 ok so the first is grappled, the other two are pinned. Not bad! Floozy: 1d20+4=20 runs off!
Fox Posted February 3, 2011 Posted February 3, 2011 Ranged Attack Roll vs. Knuckles (blast) (1d20 + 9=19) Hm. Could be worse. DC24 Toughness, if it hits.
Supercape Posted February 3, 2011 Author Posted February 3, 2011 Unfortunately not, he has a defence of 10! Also, he has elusive target, so without precise shot firing into him with this melee is at -8!
Supercape Posted February 3, 2011 Author Posted February 3, 2011 And so Knuckles is up, retaliating against 'Fly Move Action: Startle Intimidate Standard Action: Power Attack Fists: -4 Attack, +4 Damage (+6 Attack, DC 23 Toughness) Resolving the Startle first 1d20+10=11 heh... well, its Will or Sense Motive to counter. 1d20+6=25 for the attack! Just off a crit...phew! I think that hits irrespective of whether the Startle works?
Fox Posted February 3, 2011 Posted February 3, 2011 Unfortunately not, he has a defence of 10! Also, he has elusive target, so without precise shot firing into him with this melee is at -8! Her gauntlets as a whole have Precise. And so Knuckles is up, retaliating against 'Fly Move Action: Startle Intimidate Standard Action: Power Attack Fists: -4 Attack, +4 Damage (+6 Attack, DC 23 Toughness) Resolving the Startle first 1d20+10=11 heh... well, its Will or Sense Motive to counter. Fearless! 1d20+6=25 for the attack! Just off a crit...phew! I think that hits irrespective of whether the Startle works? Unfortunately true. Toughness Save vs. Knuckles' knuckles, DC23 (1d20 + 7=13) I hate you, Invisible Castle. Burning a hero point: Toughness Save REROLL vs. Knuckles' knuckles, DC23 (1d20 + 7=16) That's much better. 9->19, plus 7 is 26. Defense shifting! Bah!
Supercape Posted February 3, 2011 Author Posted February 3, 2011 IM pretty sure fearless only works vs fear - not intimidate (which would be immunity to interactions), but its academic anyway and you survive the uppercut!
Fox Posted February 3, 2011 Posted February 3, 2011 IM pretty sure fearless only works vs fear - not intimidate (which would be immunity to interactions), but its academic anyway and you survive the uppercut! Hm. Did some poking on atomic think tank, and you're right - I've been thinking it applies more broadly. Word of god says that Fearless only protects against being inflicted with fear effects - so it'd save her from Fearsome Presence, but not Startle. Interesting. Aaand extremely unfortunate, because that means it's much easier to make Dragonfly flat-footed than it should be, seeing as she's defense-shifted. I'm going to have to ponder that one.
Supercape Posted February 3, 2011 Author Posted February 3, 2011 I think immunity to interaction effects (Bluff and Intimidate) costs 5 PP which sounds about right (also protecting you against the demoralisation effect). However it dosent protect against acrobatic bluff. (I suppose you could buy immunity to that but its not listed...) The only really surefire way is to rack up sense motive as high as possible (and its not surefire), maybe with Second chance feat. Off topic but thats how I see it.
Fox Posted February 4, 2011 Posted February 4, 2011 No, you're right. It's really something I should take care of, and has gotten bumped up the pp-priority queue a bit (powersuit! Always delays!). But I have an inkling to how Dragonfly could compensate for her poor skills without changing the character too much....
trollthumper Posted February 7, 2011 Posted February 7, 2011 Sorry for not posting; I just wanted to see if it was my turn to act, but didn't have the time to run into SC in the chat room.
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