Tiffany Korta Posted October 12, 2011 Share Posted October 12, 2011 OOC for this thread. Bluesman and Revenant do some jamming. Link to comment
Tiffany Korta Posted October 12, 2011 Author Share Posted October 12, 2011 Okay the two are your standard sharp dressed gangsters. Give a Notice roll DC 10 to see that they're packing heat. Revenant's Roll : 1d20+6=17 Link to comment
Ironox Posted October 12, 2011 Share Posted October 12, 2011 Bluesman has a +11 Notice mod, so he literally can't fail that one. Link to comment
Tiffany Korta Posted October 19, 2011 Author Share Posted October 19, 2011 The guy's just your standard gangster, but the woman is a supervillian . I'm using AA's Femme Fatale She's using emotion control to try and calm you. It's a Will save DC20. Link to comment
Ironox Posted October 20, 2011 Share Posted October 20, 2011 Barely passed with a 20. Bluesman is going to use a Bluff check to fake failing the Will save (32) to get close to the male gangster, before throwing a punch at him. 17 to hit. DC 23 Toughness save on a hit. Finally, Initiative. Bluesman's got an 18. Link to comment
Tiffany Korta Posted October 20, 2011 Author Share Posted October 20, 2011 Techincally her power is subtle, but as she was being so blatant we'll let it slide. Our little femme fatale doesn't have a name yet so we'll just call her Femme for now (I've open to ideas on her name). k, for the gangster I'm using the Soldier archtype for a tiny bit more survivabilty. First his toughness save 1d20+5=19, so he's bruised. His Iniative 1d20+1=12 Then Femme 1d20+2=7 and Revenant 1d20+2=20, phew. So we have Revenant 20, Unharmed, 1hp Bluesman 18, Unharmed, 3hp Gangster 12, Bruised Femme 7, Unharmed Okay I'm going to say Revenant will take another round to get into the room, giving you a round to strut your stuff. So your up next. Link to comment
Ironox Posted October 20, 2011 Share Posted October 20, 2011 I can edit it if you like; wouldn't change Bluesman's actions anyway. Anyway, taking another swing at the gangster. 26 to hit. Another DC 23 Toughness Save. Also, Bluesman has Takedown Attack 1, so if he drops the Soldier, I'll take a swing at the supervillain assuming that they're both in his melee range. Link to comment
Tiffany Korta Posted October 20, 2011 Author Share Posted October 20, 2011 Nah, it all works in context. His save. 1d20+5-1=17, so another bruised and Dazed. Femme going for distract 1d20+25=33, you need to make a Sense Motive or Will save or be stunned for a round. Link to comment
Ironox Posted October 20, 2011 Share Posted October 20, 2011 Which interaction skill is she using? I can use that to resist distract as well, I think, and it would probably have a better chance of succeeding. Link to comment
Tiffany Korta Posted October 20, 2011 Author Share Posted October 20, 2011 Sorry its a Bluff, I don't have my books on me so I trusting your memory. Link to comment
Ironox Posted October 21, 2011 Share Posted October 21, 2011 Well, I'll still need a 20 to resist it. Nope. Link to comment
Tiffany Korta Posted October 21, 2011 Author Share Posted October 21, 2011 So Revenant finally get to strut her stuff, quick kick to the Gangster 1d20+11=24, yah DC 26 save He rolls 1d20+5=11, so the gangster is down. Now Femme has a go 1d20+3=11, oh sneaks in a hit. My DC 25 save. 1d20+10=15. Why am I the only person who harms my own character? Disabled and Dazed. So I say that's a setback, hero points for all and we'll skip a round.Revenant's recovered and is playing patsie. So to summarize Revenant 20, Unharmed, 2hp Bluesman 18, Unharmed, 4hp Gangster 12, Unconcious Femme 7, Unharmed And you'r up. Link to comment
Ironox Posted October 22, 2011 Share Posted October 22, 2011 Alright, Move Action to draw one of his throwing stars, and Standard to attack the lady. 25 to hit. DC 18 Toughness Save if he manages to hit. Link to comment
Tiffany Korta Posted October 23, 2011 Author Share Posted October 23, 2011 Toughness save 1d20+8=11, Dazed and Bruised. Nicely done. And I was thinking of Lady Fatale for a name if you want to keep her around as a recuring villina. Link to comment
Tiffany Korta Posted October 25, 2011 Author Share Posted October 25, 2011 Right I'm back, and Revenants up 1d20+10=28, Femmes Toughness save 1d20+8=12. So that would make her Staggered and Stunned. I'll do the attack you can have the Big Damn Hero moment. Link to comment
Ironox Posted October 26, 2011 Share Posted October 26, 2011 That name works for me if you want to have a recurring villain. Maybe some kind of mafia princess who developed psychic powers and joined the family business? Anyway, is she down for the count, or still sort of standing? I imagine that even if we bound her up somehow, she'd still be able to use her powers, so Bluesman would probably make sure that she was well and truly out before doing anything else. Link to comment
Tiffany Korta Posted October 26, 2011 Author Share Posted October 26, 2011 She's not unconcious yet so she could still use her power, so do your best. Link to comment
Ironox Posted October 27, 2011 Share Posted October 27, 2011 Alright, let's go ahead and throw one more punch and see if we can lay her out. If I need to, I'll use a move action to close the distance. 27 to hit. DC 23 Toughness save again. Let's do this thing. Link to comment
Tiffany Korta Posted October 29, 2011 Author Share Posted October 29, 2011 Slight delay, but here goes. Her toughness save 1d20+8=13, can't forget the Bruised mod's (though somehoe I keep forgetting ) so it's actually 11. Another Staggered that shifts up to Unconcious. Link to comment
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