Quinn Posted August 16, 2011 Share Posted August 16, 2011 The Irregulars, issue one! Wherein they have their first fight as a team (we hope)! Link to comment
KnightDisciple Posted August 16, 2011 Share Posted August 16, 2011 Tagging. Besides, don't forget they have a Senior observing them! Link to comment
Quinn Posted August 21, 2011 Author Share Posted August 21, 2011 Bad guys is being bad! For this virtual crew, I'm running with AA's Triplicate Hero, Portalist and Green Sharpshooter, and Ecal's Street Level Powerhouse. Link to comment
Raveled Posted August 21, 2011 Share Posted August 21, 2011 So should we roll initiative now, or... ? Link to comment
Quinn Posted August 21, 2011 Author Share Posted August 21, 2011 No need for init until combat actually starts; if anyone's got prep to make of any type (Master Plans, Sustained stunts, that kind of thing), now's the time for it! Link to comment
Semi-Autogyro Posted August 21, 2011 Share Posted August 21, 2011 I'll edit this as it comes with init and everything else. First thing first, John makes his standard Master Plan Check - 1d20+15=32 Everyone gets +3 for 3 rounds, +2 for 1 round, and +1 for 1 round. Link to comment
Aoiroo Posted August 27, 2011 Share Posted August 27, 2011 Okay, there concealed, so now Etain has to build the illusion with a notice check to survey her surroundings. If she misses something and the bad guys make a notice check that beats hers they can then make a will save of DC 20 to break the illusion. 16 notice check, so that's the baseline DC. Link to comment
Semi-Autogyro Posted August 27, 2011 Share Posted August 27, 2011 Allright, laundry list of actions. Weapon: Damage 8 (Extra: Range +1 [ranged], Penetrating +1 [DMG 16] ; Flaws: Distracting -1; Feats: Improved Aim, Improved Critical x2 [18-20], Precise) [20 pp] (Photonic Bow) Aim (with +4 due to the improved aim) and will also trigger the MP at the same time. Readies an action to shoot with Full All-Out & Power Attack +5 DC/-5 Def. whenever you guys give the go ahead. (Total of a +7 on the first shot) Link to comment
Quinn Posted August 28, 2011 Author Share Posted August 28, 2011 Triplicate Villain: Has +15 Notice, so auto-passes. DC 20 Will save! (1d20+7=16) Not that it helps much. Portalist: DC 16 Notice check! (1d20+11=23) Portalist notices something's up. DC 20 Will save! (1d20+6=8) But his will is feeble! Green Sharpshooter: Has +15 Notice, so auto-passes. DC 20 Will save! (1d20+6=10) And blows it too! Street Level Powerhouse: DC 16 Notice check! (1d20+10=11) And no need for a will save there. Ok, if I can get a post from KD with Corbin watching From Above, then I'll throw up a GM post, you guys take another round of doing your hero thang, and I'll make the next set of rolls (this situation is tense!). Az, there are about twelve hostages, Crow takes one (as stunting isn't neccessary, yet...), how many do you take out on your action? Link to comment
Azuth65 Posted August 28, 2011 Share Posted August 28, 2011 Since her limit's only 500lbs, she's limited to two, maybe three people. Link to comment
Aoiroo Posted August 30, 2011 Share Posted August 30, 2011 Rolling concentration to keep the illusion up, it's DC 20 so, 23, okay made it. Link to comment
Aoiroo Posted September 10, 2011 Share Posted September 10, 2011 Rolling concentration for illusion holding, 30, okie dokie, that holds for this round so illusion is still up and the one left has to roll will to beat it. Link to comment
Semi-Autogyro Posted September 29, 2011 Share Posted September 29, 2011 *Stormtrooper voice* Move along, move along. Myrs' just keeping his ready action on Mr. Pistol still. Link to comment
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