Raveled Posted January 21, 2011 Share Posted January 21, 2011 The OOC for this thread. Link to comment
quotemyname Posted January 21, 2011 Share Posted January 21, 2011 I am so excited! Blueshift reporting for duty! As GM, what is your policy on Inventions? Can I start the thread with one? As a tech hero, Blueshift would likely know who the Power Corps is, and may have even built an experimental device to combat them with. Let me know what you think? Link to comment
Ecalsneerg Posted January 22, 2011 Share Posted January 22, 2011 As GM, what is your policy on Inventions? Can I start the thread with one? As a tech hero, Blueshift would likely know who the Power Corps is, and may have even built an experimental device to combat them with. Let me know what you think? While we're fine with starting with Inventions occasionally, if you want to always have one, buy a Device. Don't buy a 1pp Feat. Link to comment
quotemyname Posted January 22, 2011 Share Posted January 22, 2011 That's why I'm asking if it's appropriate in this case. I thought it might apply since it's the power corps. Link to comment
Dr Archeville Posted January 22, 2011 Share Posted January 22, 2011 Or you could just use the Invention rules as written, and spend a few (er, few dozen) rounds jury-rigging something (spending an HP to do so) with stuff in the area (MacGyver!) once she learns the Power Corps is there (and hope she finishes before they spot her). Link to comment
quotemyname Posted January 22, 2011 Share Posted January 22, 2011 Okay, I think that's enough refly opposition to the idea to warrant me shutting up. I'm working on something as we speak. Link to comment
quotemyname Posted January 22, 2011 Share Posted January 22, 2011 Okay, so I'm going to have Blueshift arrive on the scene, and cook up some tech mumbo jumbo as a Jury rig, spending a hero point to do so. Blueshift is down to 1. "Tech Buster" Device 1 (Easy To Lose; Nullify 5 (Flaws: Range/Touch) {5dp}) [3pp] will take her three rounds of construction. When the time comes, that'll be a DC 18 construction check (10+5+3). She automatically passes the check as she has a +20 bonus to both Craft Electronic and Craft Mechanical, and ONE of those should apply. She's going to show up, activate her concealment, and get to work! Link to comment
quotemyname Posted January 23, 2011 Share Posted January 23, 2011 Currently active powers that may matter (non-combat related): Super Senses 10 (All Visual Senses [Extras], Danger Sense [Radio], Direction Sense, Distance Sense, Infravision [Extras], Radar [Radio, Extras: Accurate, Flaws: Not Radius], Time Sense) {10dp} Concealment 6 (All Visual & Audio Senses (Total) (Flaws: Blending, Phantasm; PF: Alternate Power, Close Range) {5dp} EDIT: Skills: Stealth Check: Skill Mastery for a result of 20. Knowledge Tactics for Master Plan 2 (if allowed) (1d20+15=30) For when we spring the surprise! If successful, you and your allies gain a bonus on all skill checks and attack rolls in the encounter depending on the result of your roll: +1 for a roll of 10-14, +2 for 15-25, and +3 for 25 or higher. For now, we'll say the master plan starts when she reveals her nullification invention, The Tech Buster! Link to comment
Raveled Posted January 23, 2011 Author Share Posted January 23, 2011 1d20+5=6 Blueshift's Extended senses mean that she can detect the guy on the roof. Link to comment
Raveled Posted January 24, 2011 Author Share Posted January 24, 2011 (15:53:17) ChatBot: Raveled rolls 1d5 and gets 2. Notes, notes, notes. Initiative for the PC sniper (1d20+5=14) Ini for Ironclad 1d20+3=18 Ooo, nice. And yes, this does mean it's time for people to start rolling dem bones! PC Sniper attacks... Protectron! All that gold makes him such a good target. 1d20+11=22 Hits, DC 24 Toughness from Archy, please. Link to comment
Dr Archeville Posted January 24, 2011 Share Posted January 24, 2011 Initiative for Protectron (1d20+3=16) and Toughness save, DC 24 (1d20+12=24) woo! Link to comment
Ecalsneerg Posted January 24, 2011 Share Posted January 24, 2011 Geckonitiative (1d20+11=14) Give him a break. He just got up. Link to comment
JackgarPrime Posted January 25, 2011 Share Posted January 25, 2011 If it makes you feel any better, Ecal: Victory Initiative (1d20+9=14) You have a higher init bonus, so you're still going before me. Link to comment
quotemyname Posted January 25, 2011 Share Posted January 25, 2011 Initiative (1d20+5=10) Yuck. I think that puts me last, doesn't it! Link to comment
Raveled Posted January 25, 2011 Author Share Posted January 25, 2011 Initiative order is Ironclad -- Uninjured -- HP x3 Protectron -- Uninjured -- HP x1 Geckoman -- Uninjured -- HP x3 Victory -- Uninjured -- HP x2 Power Corps Sniper -- Staggered + Stunned -- GM Blueshift -- Uninjured -- HP x2 Clad's Attack 1d20+9=25 Hits. DC 24 Toughness. PC Sniper Toughness vs 24 (1d20+11=18) Fail by 10 means Staggered + Stunned! Archy, you're up. Link to comment
quotemyname Posted January 25, 2011 Share Posted January 25, 2011 Just wondering, for the purpose of my invention's progress, how many rounds have gone by? Or am I starting fresh when I get to my initiative? Also, because I'm jury rigging, it'll cost me an HP. If she's already started, you can dock it now. If she'll start when it's her turn, you can dock it when it gets to her turn. Link to comment
Raveled Posted January 25, 2011 Author Share Posted January 25, 2011 She'll start constructing when she gets to her first turn in the Initiative order. Link to comment
Dr Archeville Posted January 25, 2011 Share Posted January 25, 2011 Actually, she should be docked the HP once the jury-rigged invention is completed. That way, if something happens to her midway through and she's unable to complete (or unwilling to complete as she abandons it for a better tactic), it's not a waste of an HP. Link to comment
quotemyname Posted January 25, 2011 Share Posted January 25, 2011 Very well. Baring unforeseen circumstances, that's likely what I'll be doing on my round. If you guys don't waste the sniper too fast, maybe she'll be able to use it on the room full of baddies! Link to comment
Dr Archeville Posted January 25, 2011 Share Posted January 25, 2011 Ah, it's my turn! Standard Action: Charge Sniper Charging (+2 Attack, -2 Defense), All-Out Attack (+2 Attack, -2 Defense), Power Attack (-2 Attack, +2 Damage). Total +2 Attack, +2 Damage, -4 Defense. DC 26 toughness if it hits. (1d20+13=21) That hit? Link to comment
Raveled Posted January 25, 2011 Author Share Posted January 25, 2011 It hits! And now for a Toughness roll... 1d20+11=30 O.O Sorry, man. Dice are against you. Link to comment
Ecalsneerg Posted January 26, 2011 Share Posted January 26, 2011 Rolling actions... Boom. DC 25 (1d20+9=23) Link to comment
Raveled Posted January 26, 2011 Author Share Posted January 26, 2011 PC Sniper Toughness vs 25 (1d20+11=15) And boom goes the dynamite. Victory is up. Link to comment
JackgarPrime Posted January 26, 2011 Share Posted January 26, 2011 He's KO'ed, right? Anyway, things sound suspicious! If there is indeed something to go boom, Victory's going to take a sweep around the outside of the building (he has more than enough speed to make many laps in a move action) with his various vision types to see if he detects some sort of explosive or something inside. Link to comment
Raveled Posted January 26, 2011 Author Share Posted January 26, 2011 Victory can detect six distinct human heat signatures moving around the warehouse, with many other heat signatures clustered high up near the roof on one side of the building. Link to comment
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