Flare Knight Posted January 6, 2011 Posted January 6, 2011 In which I have misgivings about this being a good idea. Participants I know of; Colt, Push, Grim, Sage, Supercape
quotemyname Posted January 6, 2011 Posted January 6, 2011 Colt automatically hits DC 25 on any drive or pilot checks needed when saving the girl due to Skill Mastery. Initiative in case you need it: Initiative (1d20+12=29)
Flare Knight Posted January 6, 2011 Author Posted January 6, 2011 Because even I dislike the massive ugly thing that is that first post, I'm remaking it, here's the cliff notes until I can manage to do it; Bad guys break planet, get bored, come to Earth. Boss Bad Guy is retarded. Boss Bad Guy throws a man and a woman off a bridge, the man farther, the woman shorter. He is standing on the Centery bridge addressing his subordinates, and every last one of them looks like aliens raided some dumpsters.
April Posted January 8, 2011 Posted January 8, 2011 Sage has a Stealth check of 31 due to Skill Mastery And Init (holy hell IC hates me) Initiative (1d20+5=16)
Supercape Posted January 9, 2011 Posted January 9, 2011 Supercape Initiative 1d20=17 Forcefield up before he arrived, I would have thought!
quotemyname Posted January 10, 2011 Posted January 10, 2011 If no one else is going to ask, I will. Should we be continuing to post and converse as the bad guys stare on, awestruck? Or are we waiting on an update? I haven't been in chat, but nothing's been posted here since you said that you were rewriting the intro post. Just trying to make sure I know what's going on.
Quinn Posted January 12, 2011 Posted January 12, 2011 Now is the before-fight time, when all good quips and jabs must be exchanged. But yeah, Flare, let's get a move on here Inish roll (1d20+8=10) Though apparently I am going to be very slow to act...
Flare Knight Posted January 12, 2011 Author Posted January 12, 2011 Yeah, sorry, I got a little distracted. I'm getting to this right now, actually. 7+10=17 for the boss 9+7=16 for the aid 8+25=33 for the Thugs. Thugs Colt Boss Supercape Aid Sage Push
quotemyname Posted January 13, 2011 Posted January 13, 2011 Right. Here goes. Slap this guy with a DC 30 Will save/ Sense Motive/ Acrobatics check to oppose Colt's Acrobatic Bluff as a Move Action. Skill Mastery allows me to take 10. Surge. 5 HP left. Gain a Move action. Full Round Action:"Speed Fire" Blast 10 (Extras: Autofire 3; Flaws: Action [Full]; PFs: Affects Insubstantial 2, Improved Critical 2, Improved Range [200-ft range increment], Variable Descriptor 2 [any]) Speed Fire; Power Attack 5. DC 30 Toughness; DC +1 for each point it exceeds the target's DEF. Max DC: 40. (1d20+15=16) Colt has Gun Supremacy. A 1 does not automatically miss. But as this is an Autofire attack, I might as well re-roll anyway. Speed Fire; Power Attack 5. DC 30 Toughness; DC +1 for each point it exceeds the target's DEF. Max DC: 40. (1d20+15=22) I rolled 10 or below. Add 10. Final Result 32.
Flare Knight Posted January 13, 2011 Author Posted January 13, 2011 14+12=26 Fails Sense Motive So he's flat footed, which means Colt's attack gets a +10 (would be +26) damage bonus to 40. He'll activate Ultimate Toughness, giving Colt a HP and he'll get a 20, giving him a 37 and he scrapes by with only a bruise. It's the Thugs and Boss's Turn, so here we go! The two thugs will attack Push! 10+8=18 for the first one 3+8=11 for the second If they hit, it's a DC29 Toughness Save The Boss will attempt a Ranged Visual Dazzle on Quote 15+12=27 hits, so it's a Will Save at DC26. The Recovery is Will as well
Heritage Posted January 15, 2011 Posted January 15, 2011 Sorry, didn't know this thread had already started; I'll do a post tomorrow (i.e later today) to bring Grim up to speed.
Quinn Posted January 15, 2011 Posted January 15, 2011 Ok, first shot hits, second shot misses. DC 29 TOU save (1d20+12=16) NOOOO. DC 29 Toughness Save, minimum roll 11, Hero Point Reroll. (1d20+12=15) Ok, with a min roll of 11, that's 11+12=23, so Push is Bruised and Stunned. Defense is at 12 when Stunned, so second shot still misses.
Heritage Posted January 16, 2011 Posted January 16, 2011 Init for Grim! 1d20+12=32 I bet that's the only 20 I roll for the whole thread ;)
Heritage Posted January 16, 2011 Posted January 16, 2011 Extra Effort and an HP to increase her Flight by 1 rank; a few seconds can be the difference between life and death!
Flare Knight Posted January 18, 2011 Author Posted January 18, 2011 HP for Colt and Goss, for saving innocents instead of taking 'smarter' actions. Turn is Supercape's
quotemyname Posted January 19, 2011 Posted January 19, 2011 Sorry about the delay. DC 26 Will save coming up. DC 26 Will (1d20+8=27) Mmm That's some goooooood saving throw! I don't want to take another one of those hits. That's a nasty save DC.
Supercape Posted January 21, 2011 Posted January 21, 2011 Supercape going to give some totally ineffectual speech. Complication of Monologue! HP if you feel it warrants it.
Flare Knight Posted January 23, 2011 Author Posted January 23, 2011 After discussion, because the person who was going to attack Supercape will be monologueing back at him instead of attacking, I figure it's not a HP (Because it's effectively both of them doing a full round Stun to themselves) New Init: Thugs Grim Colt Boss - Bruise Supercape - Mid-Monologue Aid- Mid-Monologue Sage Push - Bruise, Stunned
quotemyname Posted January 23, 2011 Posted January 23, 2011 Sorry, colt just had to say something at that :/
April Posted January 24, 2011 Posted January 24, 2011 Power Attack: -5 Attack Bonus for +5 Damage w/ Mind Spike (1d20+6=18). If this hits it is a DC 26 Will Save to resist Drain Will 11 and a DC 26 Will Save vs. Strike damage.
Recommended Posts