Supercape Posted May 3, 2011 Posted May 3, 2011 OOC Thread for this! Wisp tries to catch Downtime, with a little help from Supercape.
Cubist Posted May 3, 2011 Posted May 3, 2011 A Time-manipulating villain, and you didn't think to invite Jubatus? [shakes head] Ah, well...
Supercape Posted May 3, 2011 Author Posted May 3, 2011 Another time then! Downtime is good at escaping prisons!
Supercape Posted May 4, 2011 Author Posted May 4, 2011 Technically, Downtime is concealed to visual senses. However, you can hear the manic laughter, and - to be generous and for plot purposes, you can see "a blur".
Supercape Posted May 4, 2011 Author Posted May 4, 2011 That will catch him by surprise, he wasn't expecting a teleporter! 1d20=9 for the 1/2 chance of missing versus a concealed opponent. So yes, a hit! even if he invisible, that surprise got him good! 1d20+6=12 BIff! Bruised, Stunned, Staggered. Well done, madam! Ok, to up the ante a bit Im going to GM Fiat him throwing off the stun (dont worry Ill only do this once - maybe twice!) so we dont finish the thread before we start! Have a HP! Initiative Rolls: 1d20+43=45 for Downtime!
Azuth65 Posted May 4, 2011 Posted May 4, 2011 1d20+7=10. As of this posting, I am officially pissed at Invisible Castle...
Supercape Posted May 4, 2011 Author Posted May 4, 2011 Fret not, you have already staggered him and earned an HP! Downtime whizzing off again! Shifting out of combat - time to track him down.
Azuth65 Posted May 4, 2011 Posted May 4, 2011 1d20+14=33 Notice check for a trail of dropped swag or some such.
Supercape Posted May 4, 2011 Author Posted May 4, 2011 Damn your notice checks are good. Yes, that will be enough to take a very good guess as to Downtimes route to his secret lair [TM] - which is in this district at least, near but not next to the casino's. For more precise location of the lair, would need search (or maybe some other investigation like gather info, knowledge streetwise, etc).
Azuth65 Posted May 6, 2011 Posted May 6, 2011 I guess I'll have to take 20 on a search check because I currently lack the investigative skills. Total result is going to be a 22.
Supercape Posted May 6, 2011 Author Posted May 6, 2011 That will do nicely, Sir. He is located in a small warehouse near the casino's. It looks like its not in use recently, but is still well maintained and has been shut down for some reason. Search roll detects a few loose notes, and the odd footprint that can lead you to the warehouse.
Azuth65 Posted May 6, 2011 Posted May 6, 2011 1d20+2=22;1d20+15=34 Untrained search and a very trained stealth check respectively.
Supercape Posted May 7, 2011 Author Posted May 7, 2011 Supercape is on the scene as you do these things: so hold the latter roll. The first roll is good, you can find a ventilation shaft to crawl / teleport down that would certainly help surveillance or sneaking.
Supercape Posted May 27, 2011 Author Posted May 27, 2011 SPending an HP to stunt Equipment 1: His mobile phone is now a radio receiver!
Azuth65 Posted May 27, 2011 Posted May 27, 2011 1d20+14=19 Notice check to see what can be seen from inside the vent. If Downtime is laying down, then I'll make a stealth check to try and get his time belt away from him.
Azuth65 Posted June 6, 2011 Posted June 6, 2011 1d20+18=27 -5def/+5 all-out attack. If he's still on his guard completely, DC 24 Toughness save. If I got him flat-footed (which is kinda likely, he's in his lair and looking for painkillers), DC 27.
Supercape Posted June 6, 2011 Author Posted June 6, 2011 No problems! And as Downtime is Flatfooted, its toughness +1! 1d20+1=16 is another staggered, so its Knockout!
Recommended Posts