Aoiroo Posted April 29, 2011 Share Posted April 29, 2011 Madamn Marvoulous crashes a reception to steal the spotlight at a gallery. Link to comment
Supercape Posted May 4, 2011 Share Posted May 4, 2011 Ok Lord Steam looking for an escape route, or somewhere to run for cover and recuperate if need be. 1d20+10=13 pfah! Link to comment
Aoiroo Posted May 4, 2011 Author Share Posted May 4, 2011 Madam Marvelous Initiative, 10, hah. Carrie's initiative, 25, okay, and thuggies (Gonna say about 12) 16, alright than, opp He notices that most exits are being blocked off, and that people are being rounded near the center. Anyway, roll initiative please, also, Carrie is gonna sneak off, with 26 stealth, let's go over notice rolls, Neither, Carrie doesn't have to change form, she has plenty of crowd cover. Want to see if Lockwood can spot her? Link to comment
Supercape Posted May 4, 2011 Share Posted May 4, 2011 Initiative Roll for Steam 1d20+3=16 I think Steam would win on tie breakers with thuggies? (DX 16, Initiative +3) Link to comment
Aoiroo Posted May 4, 2011 Author Share Posted May 4, 2011 Steam would have priority, Carrie's gonna do two move actions(alway from the through the crowd and behind the thugs) stealthily, stealth rolls edited in above post. Carrie: Unharmed 2HP Lord Lockwood: Unharmed 1HP Thuggies (12): Unharmed Madam Marvelous: Unharmed Sheep(AKA Civiliains): Unharmed Also, Carrie takes ten on her notice check with skill mastery. Looks around, counts ten of the twelve thugs present meaning that two have gone elsewhere. Also roll sense motive 13, so Carrie just has assumptions. Link to comment
Supercape Posted May 4, 2011 Share Posted May 4, 2011 Steam going for a distraction for the thugs, helping out Carrie (hopefully) 1d20+10=21 Also, his sense motive 1d20+10=25 Move action: move up to melee range on the thugs (the ones Carrie has sneaked up on). Link to comment
Aoiroo Posted May 4, 2011 Author Share Posted May 4, 2011 Well since thugs have a will of 0, I'm gonna assume they fall for it. Also, you seem to be working heavily on the assumption that Lockwood knows where Carrie is as she did sneak away. Link to comment
Supercape Posted May 4, 2011 Share Posted May 4, 2011 Where she is, no. That she sneaked off, yes! Can edit if you wish. Link to comment
Supercape Posted May 4, 2011 Share Posted May 4, 2011 I fear he will need some smooth talking! Link to comment
Aoiroo Posted May 5, 2011 Author Share Posted May 5, 2011 Lets say this area there's three thugs, they all attack Lockwood, 13, 9, 13 none of them hit, but they make a racket, which calls MM's attention. She uses distract because she doesn't like that the attention isn't on her, 25, use will or sense motive to counter not being distracted. 25, Carrie just makes it. Link to comment
Aoiroo Posted May 5, 2011 Author Share Posted May 5, 2011 Alright, next round than. Btw, I do believe I owe Carrie an HP for the normal idenity complication Carrie: Unharmed 3HP Lockwood: Distracted 1HP Thugs: Are Distracted Too Madam Marvelous: Unharmed Sheep: Distracted Right Carries turn, Attack against thug hits, thugs toughness roll against DC 26, He's down, next attack roll, 12, just hit him, toughness to thug 2 11, he's down, let's do a takedown to thug 3, 20, that's a hit, thug 3's toughness, 12, that's all thugs for that area can't do a move action to continue the chain so that's the end of Carrie's turn, now, for posting. Link to comment
Supercape Posted May 5, 2011 Share Posted May 5, 2011 Well, I guess Steam is distracted. I''ll post about his distraction. Link to comment
Aoiroo Posted May 6, 2011 Author Share Posted May 6, 2011 For her next distract, Madam Marvelous breaks into dance, 15, huh, well I guess since she doesn't have dancing skill it makes sense. Carrie rolls against distract, 24, so she's good. (Btw, perform can't usually be used for distract, but I'm sort of fiating it because I really think it should, so 1HP each for my own bending of the rules). Will or Sense Motive roll. Link to comment
Aoiroo Posted May 6, 2011 Author Share Posted May 6, 2011 Carrie's turn, she's going to attack, this time stealthily in her flattened form(which has Hide In Plain Sight) as she is getting closer to the crowds by doing it, so stealth check for Carrie to do so without being noticed, 34, wow, well the thugs aren't gonna notice her. So four thugs this time as they'll be closer together, attack 20, that's a hit, counter save, 3, he's out,. Takedown attack, next thug attack roll, 12, hits met, toughness save, 19, so he is stunned and bruised, but still up. Carrie is skulking back to cover now, but people now know something is totally up. Carrie: Unharmed 2HP Lockwood: Unharmed 2HP Thuggies(5) : Unharmed Thuggie 2: Bruised and Stunned Madam Marvelous: Unharmed Sheep: Distracted Link to comment
Supercape Posted May 6, 2011 Share Posted May 6, 2011 1d20+10=20 Lord Steam is a fool! a fool I tell you! Link to comment
Aoiroo Posted May 6, 2011 Author Share Posted May 6, 2011 Why, he made the roll and isn't distracted this round. Link to comment
Supercape Posted May 7, 2011 Share Posted May 7, 2011 Aha! Sorry for some reason I thought the DC was 24. I have a tendencey to transpose numbers clearly. Well then Move Action: MOve twoards an unharmed thugs Stadard Action: THwack with his walking cane shifting +2 Damage, -2 Attack. 1d20+7=21 Incidentally, are the thugs minions? If so, didn't you fell one rather than stun and bruise him? Link to comment
Aoiroo Posted May 7, 2011 Author Share Posted May 7, 2011 Sorry, thugs aren't minions, they're easy enough prey without the additional classification. However, 20, thuggie is bruised and pissed. Two more come on over and open fire, , lets see only one hit, so DC 18 Toughness from Lockwood. Ohh, Lockwood has caught Madam's attention now. Tazor time, she doesn't want to shoot her rocket launcher in the direction of her admiring fans afterall. 21, that's a hit, need a DC 17 fortitude save from Lockwood. Link to comment
Supercape Posted May 7, 2011 Share Posted May 7, 2011 Ouch! ok 1d20+7=22 made the toughness save. 1d20+4=24 made fort save, its his lucky day! Link to comment
Aoiroo Posted May 7, 2011 Author Share Posted May 7, 2011 Okay, so for this round, Carrie is gonna attempt to disarm Madam Marvelous, which is an attack roll, 22, which just makes it. So, strengh versus strengh roll for getting the stun gun. 20 for Carries roll, pretty good, MM, 11, Carrie is now armed with a tazor which I will use an HP for another standard action to use on MM. 10, well that sucks. Use another HP for a reroll, 20, just enough to miss, but not low enough to claim the +10 bonus, ahh hell. Link to comment
Supercape Posted May 7, 2011 Share Posted May 7, 2011 Steamy will now proceed to catch on! Another whack at the bruised thug, again +2 damage -2 attack. 1d20+7=20 And then I will bluff-feint Madame Marvellous at -5 1d20+5=16 which could be worse. Link to comment
Aoiroo Posted May 7, 2011 Author Share Posted May 7, 2011 Congradulations, 10, thugs down but a 16 feint against someone with 20 base bluff it's pitiful. 24, yeah. Three thugs attack Carrie, none hit. Two attack Lockwood and miss. Now it's MM's turn. Luckily MM isn't going to fire another rocket, too much calteral, she's just going to use an assault rifle. You're just lucky you were ingaged in Melee with an ally of hers so she takes a -4 shooting into it because she lacks percise shot. 13 a miss, hah, Carrie's turn again. Now for a real feint, an acrobatic one, 34, -5 caus it's a move action, 29 against MM, 28, makes it, than Carrie attacks, 12, heck no, reroll for the last HP, 18, that's a hit, DC 26, against the flat footed toughness of six, 16, so stunned and staggered. Link to comment
Supercape Posted May 8, 2011 Share Posted May 8, 2011 Well, for what its worth, I will try a Disarm on that Assault RIfle!Ill shift this -2 attack and +2 damage. 1d20+7=9 gazumped! Link to comment
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