Raveled Posted August 19, 2011 Posted August 19, 2011 The OOC for this thread. The thugs are using the builds for generic, well, thugs from the core book; two of them have Shotguns instead of pistols.
Raveled Posted August 27, 2011 Author Posted August 27, 2011 Shooty-punch time! Initiative for 4 Thugs. (1d20+1=11, 1d20+1=11, 1d20+1=7, 1d20+1=7)
Raveled Posted August 27, 2011 Author Posted August 27, 2011 Initiative order: 11 Thug 1 (Shotgun) -- Uninjured -- GM 11 Thug 2 (Fleeing) -- Uninjured -- GM 7 Thug 3 (Revolved) -- Uninjured -- GM 7 Thug 4 (Walther) -- Uninjured -- GM 5 Wail -- Uninjured -- HPx3 Thugs fire! And the smart one runs! Attack roll for 3 Thugs, vs Wail's Def. Varying DC. (1d20+2=21, 1d20+2=17, 1d20+2=21) Lordy, those are good rolls! But still, none of them hit. Wail's up!
Gizmo Posted August 29, 2011 Posted August 29, 2011 Wail will use his sit down and shut up power. To whit: Emotion Control 13 (Extras: Area [General, Burst, 60ft radius], Linked [Trip], Flaws: Limited [Fear], Range 2 [Touch]) [7PP] + Trip 13 (Extras: Area [General, Burst], Linked [Emotion Control], Flaws: Range [Touch], Feats: Improved Trip) [14PP] (Fearsome Roar) [21PP] That's DC 23 Reflex to reduce the DC 23 Will save against Fear, and the worse of Strength or Dexterity against Area Trip. (1d20+13=29).
Raveled Posted August 29, 2011 Author Posted August 29, 2011 Thugs cannot make either of those saves, so they are suitably cowed. Guy behind the counter is, of course, our unwitting Gadgeteer Genius. Gadgeteer's Reflex save, vs DC 23. (1d20+7=21) Takes the full brunt of it. Gadgeteer's Will save, vs DC 23. (1d20+11=18) Yikes. Literally!
Raveled Posted August 31, 2011 Author Posted August 31, 2011 You recognize the cashier as a junior at Joesph Clark High School and a student of yours, Lamont Desmarais. 'Des' (he thinks his first name sounds stupid) is an unusually active debater; he rarely takes a fact at face value, but instead digs for facts. You're not sure what he's doing with a gun that turns people noir, though.
Raveled Posted November 17, 2011 Author Posted November 17, 2011 Ini for the Rifle Mooks. (1d20+1=4, 1d20+1=14, 1d20+1=20, 1d20+1=20, 1d20+1=4, 1d20+1=8, 1d20+1=15, 1d20+1=3)
Gizmo Posted November 17, 2011 Posted November 17, 2011 Wow, you're running these guys all separately? Okay then. Initiative. (1d20+2=14)
Raveled Posted November 18, 2011 Author Posted November 18, 2011 Well, the mass combat rules don't really have options for running groups as minions.
Gizmo Posted November 18, 2011 Posted November 18, 2011 I more meant giving them all separate initiatives rather than just all at once. Doesn't really matter, since there's only one hero; they'll all go together anyway!
Raveled Posted November 23, 2011 Author Posted November 23, 2011 Initiative 20 - Mook 1 -- Uninjured -- Mook 20 - Mook 2 -- Uninjured -- Mook 15 - Mook 3 -- Uninjured -- Mook 14 - Wail -- Uninjured -- HPx3 14 - Mook 4 -- Uninjured -- Mook 8 - Mook 5 -- Uninjured -- Mook 4 - Mook 6 -- Uninjured -- Mook 4 - Mook 7 -- Uninjured -- Mook 3 - Mook 8 -- Uninjured -- Mook Mooks 1 & 2 help out Mook 3 with Att. Mook 1 & 2 attack check for Aid Action, on Mook 3. DC 10 (1d20+5=25, 1d20+5=20) Mook 3 shoots you with his blaster rifle. Mook 3's ranged attack check, vs Wail's flat-footed Def. DC 20 (1d20+9=17) That actually hits because Wail's still flat-footed.
Gizmo Posted November 23, 2011 Posted November 23, 2011 Wait, why is he flat-footed? He knew the apartment was under attack before he entered. Is this a surprise round?
Raveled Posted November 23, 2011 Author Posted November 23, 2011 I thought it was that until his turn comes around in Initiative the first time, he counts as flat-footed.
Gizmo Posted November 23, 2011 Posted November 23, 2011 Oh jeeze, you know what it is? I'm so used to playing characters with Uncanny Dodge. Never mind, you're absolutely right. Toughness Save vs. DC 20. (1d20+13=25) On the upside, it's nice to play a character who gets his full Toughness bonus even when he's flat-footed for a change!
Raveled Posted November 23, 2011 Author Posted November 23, 2011 No damage, and it's time for Wail to lay the smack down on some fools.
Gizmo Posted December 1, 2011 Posted December 1, 2011 Word. Okay: Standard Action: Sonic ScreamDamage 13 (Extras: Area [General, Cone, 120ft], Linked [stun]) [24PP] + Stun 9 (Extras: Area [General, Cone], Linked [Damage]) [27PP] (Sonic Scream) [53PP] He can probably catch all of them in that by aiming toward the hole in the wall. That'd be a DC 28 Toughness Save and a DC 19 Fortitude Save.
Raveled Posted December 1, 2011 Author Posted December 1, 2011 They are out. Blown out of the hole in the wall, if you'd like.
Gizmo Posted December 1, 2011 Posted December 1, 2011 Alright! Then, for his move action, he'll move to the wall and make a try at leaping to grab the saucer. EDIT: Ah, it's already gone. Never mind.
Gizmo Posted December 3, 2011 Posted December 3, 2011 Investigate. (1d20+10=11) Notice. (1d20+10=12) Knowledge [streetwise]. (1d20+15=22)
Raveled Posted December 3, 2011 Author Posted December 3, 2011 When searching the soldiers (which you could Take 10 or 20 on) you notice a small badge with a peculiar symbol: a round shield, subdivided into a number of hexagons by thin black lines. The soldiers are also wearing radios and ear buds under their armor, but if you try to take them more than a few inches from the body they are on they fry themselves. You could try a Know/Current Events to try and identify the symbol.
Gizmo Posted December 3, 2011 Posted December 3, 2011 You could try a Know/Current Events to try and identify the symbol. Not untrained, he can't.
Raveled Posted December 4, 2011 Author Posted December 4, 2011 Actually you could make an Int check to get a DC 10 or 15 answer, but let's move it along. The symbol belongs to Hopolite Security, a PMC that works hard to avoid the media limelight. There have been rumors, though, that they have been involved in kidnapping of people with superpowers, and that the technology they deploy is leaps and bounds beyond what's available to their competitors/the public.
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