Supercape Posted February 9, 2012 Posted February 9, 2012 Synth doesnt know anything about banks, of course. And has no I.D. And no money. I can forsee problems asking for a loan...
Ari Posted February 12, 2012 Author Posted February 12, 2012 DC15 Sense Motive check for the new arrivals please!
Eviscerus Posted February 12, 2012 Posted February 12, 2012 Sense Motive for Max: 13 So close! I blame it on youth and his all too trusting nature!
Ari Posted February 13, 2012 Author Posted February 13, 2012 Sense Motive check: 9. Meh, he's happy about meeting someone new, not paying near as much attention as he ought.
Thunder King Posted February 13, 2012 Posted February 13, 2012 Using the Computers skill instead of Gather Information as per Online Research; gathering information on the Katanarchists,got a 39
Ari Posted February 13, 2012 Author Posted February 13, 2012 Man, that came out of NOWHERE. Using the base Ninja archetype from the Core Rules for the 15 regular Katanarchists. PL5'd(With Mighty Strike rank 3) version for Samurai dude. All Minions obviously. Voltage learns that the Katanarchists are a gang of mercenaries that once followed the Crimson Katanas, They wwere once a major player in the world of assassination and organized crime, but in 1977 were all but demolished by the Russian Mob families. Since then, the only notable things they have done include the murder of Freedom League members Halogen and Tectonic the 70's, they've since been relegated to sniping from the shadows, never really being able o do nearly the kind of harm they once did. They seem to believe that playgirl heiress Kimiyo Ranaga is some kind of reincarnation of their previous masters. No need to roll Initiative if you don't want to start fighting right off the bat. Most of you can do serious damage even if bound after all.
Eviscerus Posted February 15, 2012 Posted February 15, 2012 Tell me if this is at all possible... I want to power stunt Spitfire's blast to create an Obscure Visual effect. I'd describe it as superheating the air with his breath to either create a blanket of steam or fog, whichever makes more sense, i'm thinking steam as it would amount to bursting the watermolecules in the air. If it's too much of a stretch let me know but this is what I was gonna try and go for as far as the actual power: Obscure 10 (Normal Vision) PF: Subtle... whatcha think?
Ari Posted February 15, 2012 Author Posted February 15, 2012 That sounds perfectly reasonable to me. Go right ahead!
Thunder King Posted February 15, 2012 Posted February 15, 2012 Would it be entirely possible that, in the sudden confusion of that attack, Voltage costumes-up? I have quick change
Ari Posted February 15, 2012 Author Posted February 15, 2012 Yes. KoS does the same. So now for Initiative. Katanarchists: 5. Slow-footed ninjas there. KoS: 20/
Supercape Posted February 15, 2012 Posted February 15, 2012 1d20+10=24 for Synth. Delaying action for now.
Eviscerus Posted February 16, 2012 Posted February 16, 2012 Alright, Initiative for Spitfire is 18 Not bad. Will be using an HP to shake off fatigue from the power stunt.
Ari Posted February 16, 2012 Author Posted February 16, 2012 Okay, so combat commences. Round One. Order: 1. Synth: Unharmed, 1HP(Delaying) 2. King of Suits: Unharmed, 3HP 3. Spitfire: Unharmed, 0HP 4. Voltage: Unharmed, 3HP 5. Katanarchists 1-15: Unharmed Unless SC wants to rescind the Delaying action, Kingy will punch a fool. Free Action to Quick Change, Move Action to the nearest Katanarchists, Unarmed Attack. Attack roll on Ninja #1: 26 which hits terribly. DC21 TOU check on account of it being a surprise attack. 3. Critical failure. He's out. Takedown attack on the next one in line: 24. Hits. DC21 TOU check: 10. He's out. Takedown Attack on #3: 36. DC21 TOU check: 16. She's out. Takedown Attack on #4: 22. DC21 TOU check: 21. Voltage is up.
Eviscerus Posted February 18, 2012 Posted February 18, 2012 Spitfire will be spending his action changing into his costume
Thunder King Posted February 19, 2012 Posted February 19, 2012 Voltage changes into his costume, then fries a ninja with a 20 (taking 10)
Ari Posted February 19, 2012 Author Posted February 19, 2012 Hits easily, DC25 TOU check Katanarchist #4: 25. She's out.
Supercape Posted February 19, 2012 Posted February 19, 2012 As its all going mental, Synth will move and take a punch at one of the mooks. Assuming she can reach one with a move action: 1d20+10=23 Should hit, so DC 25 Toughness. No takedown feat yet, unfortunately!
Ari Posted February 19, 2012 Author Posted February 19, 2012 That does indeed hit, and unless #5 rolls a natural 20, no way they're withstanding that. 16. They're down.
Ari Posted February 19, 2012 Author Posted February 19, 2012 Alright, so now the Katanarchists shall launch what I'm sure will be a super-effectual counterattack! Katanarchists 6-8 will attack Voltage, 9-11 Synth, 12-15 King of Suits. Attack rolls: 21, 18, 5, 21, 13, 4, 20, 22, 6, 21. Okay, so that's one DC17 TOU save for Synth and Voltage, and one DC22 TOU save for KoS. DC22 TOU save: 19. A Bruise.
Eviscerus Posted February 20, 2012 Posted February 20, 2012 the delaying of actions has me all turned around, is it Synth's turn again (since she delayed till last in initative, but also rolled first) Or is it Spitfire's go?
Ari Posted February 20, 2012 Author Posted February 20, 2012 Synth delayed until before the Katanarchists, so it's KoS> Spitfire> Voltage> Synth> Katanarchists next round.
Thunder King Posted February 20, 2012 Posted February 20, 2012 Voltage rolled 29 on his toughness save
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