Quinn Posted March 22, 2012 Share Posted March 22, 2012 Crimson Tiger, Glow, Blodeuwedd, and Catalyst fight ninjas! And help rebellious teenagers! Which one's harder, I wonder? Link to comment
Aoiroo Posted March 28, 2012 Share Posted March 28, 2012 Roll DC 20 Notice to find Catalyst's van and figure out it's not what it appears. I'm thinking it looks like a pizza truck. Link to comment
Thunder King Posted March 28, 2012 Share Posted March 28, 2012 uh, Crimson Tiger isn't next to Glow, also; to spot Catalysts' van, I roll a 25 Link to comment
Tiffany Korta Posted March 28, 2012 Share Posted March 28, 2012 Yeah that was my bad, sorry :oops: Anywhere Blodeuwedd's Notice roll 1d20+12=23 Link to comment
Aoiroo Posted April 4, 2012 Share Posted April 4, 2012 Can I do a search or notice check on the warehouses with Catalyst's infared so she can do a body count? Link to comment
Quinn Posted April 5, 2012 Author Share Posted April 5, 2012 Sure! Although she just sees one really big giant blob of COLD. Countermeasures! There's a few folks meandering about the outside, though; mostly teenagers, by the look of 'em, two or three groups of twos and threes. :) Link to comment
Quinn Posted April 24, 2012 Author Share Posted April 24, 2012 Would everyone roll Notice checks puh-leeze? :mrgreen: Link to comment
Tiffany Korta Posted April 24, 2012 Share Posted April 24, 2012 Notice Roll 1d20+12=19. Link to comment
Aoiroo Posted April 24, 2012 Share Posted April 24, 2012 Taking ten with skill mastery, that's 20 for Catalyst. Link to comment
Quinn Posted May 4, 2012 Author Share Posted May 4, 2012 Okay, with those successes, reckon there's been enough talking then. Ninja time. There's thirty of them exactly. We'll assume they lose initiative since I -really- don't want to roll thirty init rolls. You may make a Knowledge (Streetwise), Knowledge (Popular Culture), or Knowledge (History) roll if you have it; these ninjas look familiar... Then let's see some Init rolls. Link to comment
KnightDisciple Posted May 4, 2012 Share Posted May 4, 2012 Tagging. Not sure if I need to do init rolling, not that I know what stat block I'd use anyways. EDIT: For the Ninja Miniboss Squad, I shall be using the following builds: Group: Daitengu Amaterasu Susanoo Kitsune Shenlong Init rolls pending Ref approval of using these 4 sheets. Link to comment
Scuffles Posted May 5, 2012 Share Posted May 5, 2012 Pop culture: 12. Guess Glow hasn't been in Freedom city long enough to know about it's ninjas? Initiative: 8 .. okay so I'll go last! Who wants to go first? :cry: Link to comment
KnightDisciple Posted May 23, 2012 Share Posted May 23, 2012 Right, sorry if I sort of held things up. I've gotten Ref permission and Rav permission to use the stats I linked. Rolling init for them, though they aren't fighting immediately. Amaterasu: 20 Susanoo: 21 Kitsune: 22 Shenlong: 23 Yeah, that's right. I'm just that awesome. 8-) Link to comment
Quinn Posted May 23, 2012 Author Share Posted May 23, 2012 Okay, ninjas will be attacking in groups of 10. Since there's 30, that means three squads. Any bruises inflicted on these squads will assume to knock out at least one or two ninjas, thereby reducing their damage potential. Rolling init: Ninjas go! (1d20+10=30, 1d20+10=14, 1d20+10=24) Okay, so here's init order. Ninja Squad 1 - 30 - Uninjured Catalyst - 28 - Uninjured (-- HP) Ninja Squad 2 - 24 - Uninjured Shenlong - 23 - Uninjured Kitsune - 22 - Uninjured Susasnoo - 21 - Uninjured Amaterasu - 20 - Uninjured Crimson Tiger - 17 - Uninjured (-- HP) Ninja Squad 3 - 14 - Uninjured Blodeuwedd - 12 - Uninjured (-- HP) Glow - 8 - Uninjured (-- HP) First ninja squad moves in! They go for the closest thing they see to a ninja! Crimson Tiger, defend yourself! Ninjas! (1d20+10=23) DC 25 Toughness save if that hits. And Aoiroo is up. Link to comment
Thunder King Posted May 23, 2012 Share Posted May 23, 2012 First Roll new roll Burning an HP Link to comment
Aoiroo Posted May 24, 2012 Share Posted May 24, 2012 Targetted Area Dazzle, Catalyst's dazzle has selective, and an area of 250 feet so she should be able to hit all of them. Also, they should be flat-footed since they can't see her. Also, shifting it by 3, so if it hits, DC 18 Fortitude instead of fifteen. 17 Link to comment
KnightDisciple Posted May 24, 2012 Share Posted May 24, 2012 Per Quinn, DC 19 Fort Saves. Amaterasu: 15 Susanoo: 10 Kitsune: 8 Shenlong: 25 So...one near-miss, two biffs, and an aced save. :? Link to comment
Quinn Posted May 24, 2012 Author Share Posted May 24, 2012 DC 19 thanks to their poor Defense (flat-footed, oh noes!). Fortitude saves (DC 19) (1d20+5=25, 1d20+5=17, 1d20+5=8) Group 1 (attacking Crimson Tiger) is not blinded; clearly they spotted something in time! Group 2 (attacking Blodeuwedd) and Group 3 (attacking Glow) get it right in the eyes, though. And that means it's Ninja Group 2's Blinded! Not good. They're still moving in on Blodeuwedd, though - 50% chance to miss! (1d100=85) - And they hit through the blindness. Ninja-riffic! Ninja attack! (1d20+5=15) Not so ninja-riffic. DC 25 TOU if that hits, Tiff - doubt it will, tho'. And the Quirky Miniboss Squad is up, followed by Crimson Tiger! Note, I'm fiating the Miniboss Squad's Fort Saves there - they're leaving the battle anyway (why? You'll see. Later... :twisted: ) - so they are not blinded. It's a Fiat, everyone take an HP. Link to comment
KnightDisciple Posted May 24, 2012 Share Posted May 24, 2012 Right, so, since all 4 go 1 right after the other, the 4 are pulling out, with Shenlong moving to help guide Kitsune off-scene. They'll be out of sight and out of mind for a bit, folks. Link to comment
Recommended Posts