Gizmo Posted May 14, 2012 Posted May 14, 2012 Wail Move Action: Demoralize Shark 3. (1d20+10=11) Standard Action: Melee Attack vs. Shark 3. (1d20+8=22) Initiate Grapple. (1d20+23=28) Well yuck. Dice were not kind.
trollthumper Posted May 14, 2012 Author Posted May 14, 2012 Shark 3 makes its Will save, but ends up Bound. Gabriel: 21, Bruised x1, 5 HP Shark 2: 20, Unharmed, Nauseated, 0 HP Shark 3: 20, Unharmed, Bound, 0 HP Glowstar: 19, Unharmed, 6 HP Wail: 11, Unharmed, 3 HP Cannonade: 10, Bruised x1, 2 HP Goon 5: 4, Unharmed, Shaken, Paralyzed, 0 HP As Shark 3 is Helpless, Cannonade - who tried dealing with the guy last round, and is in melee range - is going to take advantage of the synergy and deliver a coup de grace. He does not roll a 1, so that will be a DC30 Toughness save and a DC25 Fortitude save if he takes damage. So Bruised and Dazed for starters... but still conscious. Gabriel: 21, Bruised x1, 5 HP Shark 2: 20, Unharmed, Nauseated, 0 HP Shark 3: 20, Bruised x1, Dazed (Cannonade's Action), Bound, 0 HP Glowstar: 19, Unharmed, 6 HP Wail: 11, Unharmed, 3 HP Cannonade: 10, Bruised x1, 2 HP Goon 5: 4, Unharmed, Shaken, Paralyzed, 0 HP Goon 5 is not going anywhere anytime soon. So, Gabriel is up next.
KnightDisciple Posted May 16, 2012 Posted May 16, 2012 Right, time to make Shark 2 sit down and play nice. As much fun as I, the player, would have in scaring him, he's basically no threat. So, Diplomacy. But first! Move Action: Land on the ground close to Shark 2. Free Action: Switch Array to Super-Diplomancer-Mode (That means I get a +40 to Diplomacy) Free Action: Spend a Hero Point (bringing me to 4) to activate Ultimate Diplomacy Standard Action: Diplomacy Check 60 to get him to surrender.
trollthumper Posted May 16, 2012 Author Posted May 16, 2012 Well, Shark 2 is Friendly, once he's done puking. Gabriel: 21, Bruised x1, 5 HP Shark 2: Friendly Shark 3: 20, Bruised x1, Dazed (Cannonade's Action), Bound, 0 HP Glowstar: 19, Unharmed, 6 HP Wail: 11, Unharmed, 3 HP Cannonade: 10, Bruised x1, 2 HP Goon 5: 4, Unharmed, Shaken, Paralyzed, 0 HP Shark 3 is still Dazed, so Glowstar is up next.
Raveled Posted May 16, 2012 Posted May 16, 2012 Glowstar will land and punch the unfriendly shark. Switching to Entropic Strike. Glowstar's melee attack check vs. shark 3's Def.(1d20+12=25) That's a DC 27 Tou and a DC 22 Fort to resist the Tou Drain.
trollthumper Posted May 17, 2012 Author Posted May 17, 2012 Shark 3 makes his Fort save, then takes another Bruise and has his Daze refreshed. Gabriel: 21, Bruised x1, 4 HP Shark 2: Friendly Shark 3: 20, Bruised x2, Dazed (Glowstar's Action), Bound, 0 HP Glowstar: 19, Unharmed, 6 HP Wail: 11, Unharmed, 3 HP Cannonade: 10, Bruised x1, 2 HP Goon 5: 4, Unharmed, Shaken, Paralyzed, 0 HP Looks like this is Wail's to finish.
Gizmo Posted May 17, 2012 Posted May 17, 2012 Wail Free Action: Maintain Grapple. Full Action: Coup de Grace Shark 3. That's automatically DC 33 Toughness and DC 23 Fortitude!
trollthumper Posted May 17, 2012 Author Posted May 17, 2012 And the last shark is down. We're out of rounds; I'll get an IC post up tomorrow.
trollthumper Posted May 18, 2012 Author Posted May 18, 2012 Everyone with Contacts or Well-Informed - which would be Gabriel, Cannonade, and Wail - make a Gather Information check. Cannonade gets a 16.
KnightDisciple Posted May 18, 2012 Posted May 18, 2012 Still have super-charisma mode on. Using Skill Mastery, that's a 50 on Gather information.
trollthumper Posted May 18, 2012 Author Posted May 18, 2012 Here's what Wail and Gabriel know: There's one other famous shark bad guy in Freedom City - Megalodon. Dr. Connor Kirkstrom turned to radical gene therapy in an attempt to regenerate a leg lost in a shark attack. It worked... but the treatments began to wear on him, and eventually, he began to transmute into a ravenous shark-man. He was eventually put away by Siren, but keeps having occasional relapses into his Megalodon personality and form. He's currently undergoing a voluntary stint at Providence Asylum, and is conducting his own research into a cure for his condition in one of the labs on site.
KnightDisciple Posted May 26, 2012 Posted May 26, 2012 He's in "regular mode", so Skill Mastery for auto-30 Diplomacy with the lady at the front desk.
KnightDisciple Posted July 4, 2012 Posted July 4, 2012 Two things. 1.)Super-Diplomancer Mode is a go! 2.)I'm asking where the dudes he's talking about are IC, because I'm totally lost OOC, since it's been a while.
Raveled Posted July 12, 2012 Posted July 12, 2012 To be clear, Glowstar's going to be waiting until everyone else is in the room so he can do the dramatic-entrance-and-door-close thing.
KnightDisciple Posted July 16, 2012 Posted July 16, 2012 Diplomancer Mode - On. Spending a Hero Point to activate Ultimate Intimidate, aimed at the 2 guards. Should leave me with 3 Hero Points. EDIT: Oh, right, that's a 60 on the Inimidate. Why? Because these guys are helping push mutagenic drugs onto the street, that's why.
KnightDisciple Posted August 6, 2012 Posted August 6, 2012 TT, from where we are, what could the following get me: Communication 6 (Auditory, 20 miles ["Anywhere In Freedom City"], Extras: Area, Linked [Comprehend, Super-Senses], Feats: Selective, Subtle) [14PP] + Comprehend 3 (Languages 3 [speak Any, All At Once, Understand All], Extras: Linked [Communication, Super-Senses]) [6PP] + Super-Senses 3 (Extended Hearing 4 [100,000ft / 20-mile Notice Increments], Extras: Linked [Communication, Comprehend], Flaws: Limited [speech], Feats: Selective) [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP] Target is the named warehouse there.
trollthumper Posted August 6, 2012 Author Posted August 6, 2012 You certainly could. Despite the locked-down appearance, there is some sort of machine operation going on in there. If Gabriel listens closely, he can hear the burble of chemicals underneath all the electrical current and whirring of autoclaves. There's the sound of footsteps, but no one's saying anything. The sound is also somewhat faint, as if it's downstairs from the main floor.
Raveled Posted August 15, 2012 Posted August 15, 2012 Glowstar's ranged attack check, vs target's flat-footed Def. (1d20+12=30) Glowstar's grapple check, vs opposed. (1d20+24=42) I'm gonna guess that's enough to immobilize him.
trollthumper Posted August 19, 2012 Author Posted August 19, 2012 Yeah, that'll be enough. He is Immobilized. Let the interrogation begin.
Gizmo Posted August 27, 2012 Posted August 27, 2012 Using his 'scary voice' AP: Intimidate Check. (1d20+18=22) Ugh.
trollthumper Posted August 29, 2012 Author Posted August 29, 2012 He still fails, so he's gonna spill.
trollthumper Posted November 3, 2012 Author Posted November 3, 2012 And we're in combat again! Four of the sharks are AA's Mako build as is, while the Leader is PL12 - meaning STR 34, Attack +8 (+12 Unarmed), Defense +12 (+4 Flat-Footed), Grapple +18, Toughness +12, Fortitude +12, Reflex +7, Will +8, and damage at cap. In addition, he has Regeneration 9 (Bruised 3 [No Action], Injured/Staggered 6 [No Action]). The Sharks go on 17, 17, 16, 15 and 12. First 17 is Shark Leader. Cannonade goes on 20.
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