Supercape Posted June 1, 2012 Share Posted June 1, 2012 OOC for hthis thread. Voltage and Ironclad investigate a PING! and lots of mayhem. (And yes Ace is the vile Jock from hell). Link to comment
Supercape Posted June 3, 2012 Author Share Posted June 3, 2012 OK in terms of tracking this mysterious pulse down: You guys both have Radio Sense, so can detect it. Ultimately that is enough to locate the source...i.e. the four final year school kids. Obviously powers like Radio Tracking, Accurate Radio etc will help, but for the sake of argument you can either meet up whilst circling for the signal, or arrive at the same time (or near enough) to the kids. Link to comment
Raveled Posted June 5, 2012 Share Posted June 5, 2012 Ironclad actually has no ranks in Medicine, but with Jack of All Trades she can roll straight Int anyway. Ironclad's Medicine check. (1d20+5=10) Link to comment
Thunder King Posted June 7, 2012 Share Posted June 7, 2012 Voltage is going to roll straight Int as well; 26 instead of Medicine. Link to comment
Supercape Posted June 8, 2012 Author Share Posted June 8, 2012 I think medicine is modified by wisrather than int ( which makes no sense to me .. ) In any case with a result if 16 you can treat... Link to comment
Thunder King Posted June 8, 2012 Share Posted June 8, 2012 oops, yeah, it is; yeah, no, not at 13 Failing that, Voltage will make a Computers check to identify what one does in the event of a seizure (I have, myself, researched what to do when someone has a seizure online, so...) 44. It will not be treatment, he'll just be making sure he doesn't hurt himself while he has a seizure. In addition, he will contact emergency services to send someone to help the man. Link to comment
Supercape Posted June 14, 2012 Author Share Posted June 14, 2012 Ok Ill say the ping hits at about 100 feet off the ground. And its a DC 25 TOughness Save (Electrical descriptor) for Ironclad. Link to comment
Raveled Posted June 14, 2012 Share Posted June 14, 2012 Ironclad's Toughness check, vs DC 30. (1d20+16=17) I'm... gonna reroll that. Ironclad's Toughness check, vs DC 30. Reroll (1d20+16=29) And this is why we Toughness-shift. Link to comment
Supercape Posted June 14, 2012 Author Share Posted June 14, 2012 Ironclad - 3 HP - Bruised Link to comment
Supercape Posted July 28, 2012 Author Share Posted July 28, 2012 As this may soon go to combat (unless you walk out of the way), you may wish to consider initiative rolls! Link to comment
Raveled Posted July 29, 2012 Share Posted July 29, 2012 Ironclad's Ini (1d20+5=6) ... Link to comment
Thunder King Posted August 8, 2012 Share Posted August 8, 2012 Didn't do much better...7 Link to comment
Supercape Posted August 8, 2012 Author Share Posted August 8, 2012 1d20=18 For Ace? So, Round 1! 18 - Ace? - Unharmed 7 - Voltage - Unharmed - 3HP 6 - Ironclad - Bruised - 3 HP Ace will unleash a burst of electricity. This is a blast 10 effect, radius. So, DC 20 Reflex save to half effect. And then a DC 25 (or 20 if you made reflex save) toughness roll. Given there is a relatively easy way to avoid the burst (i.e. its contained within the ambulance), Ill throw in a +2 situational modifier for the reflex save. I'll fluff this as basically shredding the Ambulance. Link to comment
Thunder King Posted August 8, 2012 Share Posted August 8, 2012 Voltage is immune to all electrical effects, so he's just going to stand there and look unimpressed. Link to comment
Raveled Posted August 8, 2012 Share Posted August 8, 2012 Ironclad's Reflex save, vs DC 20. (1d20+9=17) Nope. For Ironclad that's actually a rank 15 effect, with her Vulnerability, so. Ironclad's Toughness save, vs DC 30. (1d20+16=20) Stagger? No, rerolling. Ironclad's Toughness save, vs DC 30. (1d20+16=22) Ffffff-- minimum result of 27 on the reroll, so just Bruisex2. Link to comment
Supercape Posted August 8, 2012 Author Share Posted August 8, 2012 Ironclad - 2 HP - Bruised x2 And Voltage is up! Link to comment
Thunder King Posted August 10, 2012 Share Posted August 10, 2012 Rather than try to electrocute someone who might also be immune to it, he's going to grab the nearest magnetic, metal object (that isn't going to cause any problems by being grabbed) and hit the guy with it with his magnetic control. 18 Link to comment
Supercape Posted August 10, 2012 Author Share Posted August 10, 2012 That's fine by me, King...I suggest a piece of ambulance door, but whatever you fancy (narrative conrol of some handy piece of metal is yours!) Thats a hit, for sure.... And Ace's toughness save....well he has a CON of 14 being a sports star and all, so 1d20+2=18 DC 25 Toughness Save and all, so Ace is Dazed and Bruised. Post away, and Ironclad is then up! Link to comment
Raveled Posted August 10, 2012 Share Posted August 10, 2012 Standard first round diplomacy: shove a Snare down his throat! Ironclad's ranged attack check, vs Ace's Def. DC 22 Ref. (1d20+12=22) Link to comment
Supercape Posted August 11, 2012 Author Share Posted August 11, 2012 1d20+4=11 Bound and Helpless! So, Round 1! 18 - Ace? - Dazed till 7, Bound, Helpless. 7 - Voltage - Unharmed - 3HP 6 - Ironclad - Bruised x2 - 2 HP Ace? has a Strike 5 Aura, which will automatically start burning away the snare as a reaction, even though he is dazed. Snares Toughness is 12 and 1d20+12=32 it holds! Voltage is up again! Link to comment
Thunder King Posted August 14, 2012 Share Posted August 14, 2012 Okay, using an HP to grab Power Attack, then hitting the bound and helpless Ace with something metal to make sure he stays down; 18 That's a DC 30 TOU save. Link to comment
Supercape Posted August 15, 2012 Author Share Posted August 15, 2012 Voltage - 2 HP - Unharmed Ironclad - 2 HP - Bruised. 1d20+1=13 for Ace? Who is out... Thunder, post away that attack! Link to comment
Raveled Posted August 19, 2012 Share Posted August 19, 2012 Ironclad's Diplomacy check. (1d20+2=7) :eng99: Link to comment
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