Ari Posted October 13, 2011 Author Posted October 13, 2011 mmkay, The Lads' Notice check: 11, no sight of a flying rug for them.
Paragon Posted October 13, 2011 Posted October 13, 2011 Well I assume I will need an initiative roll at some point here, so I rolled it for whenever you need it. Initiative roll 15+5 =20 If possible I want to ready an action to try and disarm Mike if he pulls a weapon. My attack roll is Attack roll for disarm 5+10=15 If that happens to hit my damage roll is Opposed damage roll for disarm 19+12=31 Of course if he does not pull a weapon of some kind I will just wait for his reaction.
Ari Posted October 13, 2011 Author Posted October 13, 2011 Way ahead of me there, Paragon. But don't be in too much of a rush to get to a fight, there's still the chance Mike will be rattled enough by the fact that a super is onto his scheme to back down. And I think that would be an Intimidation check, if you would be so kind. But anyway, if the worst does happen, here's The Lad's collective initiative check: 13. Anyways, would you be okay with Mike having a chance to guess by Quintessence's voice that he's James?
Ironox Posted October 14, 2011 Posted October 14, 2011 Did Bluesman get close enough to notice Quint come down and confront Mike?
Paragon Posted October 14, 2011 Posted October 14, 2011 Like I said If he pulls a weapon I wanted to give you the info. I'll be quite happy if he backs down. Intimidate Check 18+1=19 I'm not the best at intimidate, but it's a nice roll. If he happens to notice my voice oh well. Those are the breaks, I'll laugh and deny it.
Ari Posted October 14, 2011 Author Posted October 14, 2011 For The Lads I'm using the basic Thug template. Mike gets to use the Soldier template, due to being older by far than the rest. Mike's Will check: 13. He folds when he realizes that he and The Lads have drawn the attention of a super and his non-powered comrade(who must be crazy tough to fight alongside him after all!). EDIT: Just a sec, let me revise that GM post, screwed up.
Eviscerus Posted October 14, 2011 Posted October 14, 2011 Okay, here's a check for Spitfire's stealth to emerge from the Tattoo tent, in case you need one. 11 come on! Alright, I'll HP to re-roll that nonsense 25 much better!
Ari Posted October 14, 2011 Author Posted October 14, 2011 The Lads use Notice! 11, it is Totally Useless! Why did they even learn that move? It never works! Mike uses Bluff! 19! It might be Effective, but we have no idea! Mr. Mist(using book stats, this isn't supposed to be a difficult fight after all) rolls initiative in the lamp: 17. Okay, to sum up before any horrible violence against them goes down, the preliminary combatants' list: Quintessence: Init: 20, Status: Unharmed. Mr. Mist: Init: 17, Staus: Unharmed. Lads 1 to 12: Init: 13, Satus: Unharmed
Eviscerus Posted October 14, 2011 Posted October 14, 2011 Okay, Spitfire's Initiative will be: 10, man this ain't gonna be good that is, if you need it yet. If not Max'll be ready to run his mouth for the next few centuries just in case ;)
Ironox Posted October 14, 2011 Posted October 14, 2011 Initiative 26, Bluesman is on the freaking ball.
Ari Posted October 14, 2011 Author Posted October 14, 2011 Evi> Nah, it's okay. If you want to re-roll Init' once combat actually starts go ahead, if you want to keep that roll that's cool too.
Ironox Posted October 14, 2011 Posted October 14, 2011 Forgot to ask; can I make a roll to see what Bluesman knows about Mr. Mist?
Airon Posted October 14, 2011 Posted October 14, 2011 ok, I need to ask: how far from the main event is the reasonable hiding spot I found? How much of this is Weaver seeing and hearing? as usual, if needed, here's the Notice roll 1d20+13=21
Ari Posted October 14, 2011 Author Posted October 14, 2011 Oh right, sorry. I'd say the secluded spot is...about 50 meters from the beach area where the confrontation is Going Down. Weaver sees the lamp's flame go out, and the weirdly-colored mist that snuffed it.
TheAbsurdist Posted October 14, 2011 Posted October 14, 2011 Asad is going to look for something to Drain, something electrical. While he moves towards the gathering longcoated guys and heroes. If possible. If he gets something to siphon on, he'll do that first before going to the group.
Ari Posted October 14, 2011 Author Posted October 14, 2011 Lots of cells! More seriously, there are several portable generators running nearby to provide electricity to lights, fans, provide a current for neon signs for booths, etcetera. Asad could drain from those without hurting anyone/thing.
Airon Posted October 14, 2011 Posted October 14, 2011 I Ready an action. At the first sight of one of the Lads pointing his gun, I use Obscure (1 mile radius). Since it is Selective, of course I target only the Lads. Descriptor: I raise their coats, wrapping them over their heads and around their faces. A Nullify Magic stops it, but a Immunity to magic effects doesn't, because the obscuring is done by actual clothes before your eyes, that can be bypassed by X-ray vision or such.
Paragon Posted October 14, 2011 Posted October 14, 2011 If The Lads surrender I will take their weapons from them and break them. If you want me to roll a strength check let me know. If the make any other move at all I will jump into action and attack Mike. Attack roll 11+10=21 Unarmed attack. Damage roll 12+10=22 Unarmed Attack It is getting obvious that Mike is stalling for time to have his boss make a move. The longer I wait the more chance that something will happen to endanger the public.
Ari Posted October 14, 2011 Author Posted October 14, 2011 Yeah, situational circumstances render Mike's Bluff too fantastic to be believed(Should'a considered that beforehand.. :? ). They surrender, and remove their weapons.
TheAbsurdist Posted October 14, 2011 Posted October 14, 2011 Alright, drain the Generator, then move up fifty or so feet in the air. Figure that's all Asad can do as we're not in rounds yet.
Eviscerus Posted October 15, 2011 Posted October 15, 2011 Attempting to use Spitfire's cone blast to counter the fog effect. Obviously since it's an actual thing and not fog, it's not gonna go so well!
Ari Posted October 15, 2011 Author Posted October 15, 2011 Okay, seeing as it's an energy attack it will actually hurt him, burning away a large section of the fog and causing Mr. Mist to lash out. He spreads a cloud of Nauseating gases over the heroes on the dock and Suffocating gases over the watching crowd, which renders the civilians in the crowd unconscious and incapacitates the heroes(except Asad who's in the sky) for one round, leaving the Lads unaffected, and making his henchmen free to take back up their weapons. Except for Mike of course, whose gun was broken. GM Fiat! Everyone please take 1 HP for the setback.
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