Ari Posted September 10, 2012 Author Posted September 10, 2012 He's not taking Blue Jay all that seriously, no. DC25 TOU save is, as you will observe from its stats, 1 more than it can possibly survive. Burst like a bubble!
Cubist Posted September 11, 2012 Posted September 11, 2012 Does Jube have any idea who that "British girl with white hair" might be? If said "girl" is a supervillain, she presumably operates in Europe, with possible emphasis on Spain in particular, and she's interested in high-tech, with possible emphasis on sonic/acoustic gizmoes. Or... hmmm... does (Wlodjyka's wife) Farahilde Moefehnler have white hair?
Ari Posted September 11, 2012 Author Posted September 11, 2012 Nope, she's got brown hair in all the photos Jay has seen. And the description doesn't ring any bells for him. Spain is a common wintering spot for British villains, but none of the female ones he knows of have white hair.
Ari Posted September 11, 2012 Author Posted September 11, 2012 Pretty much. I just need to finish his preliminary stats first. Apologies.
Ari Posted September 14, 2012 Author Posted September 14, 2012 Pawn, not using any more pawns Ironically enough: STR 18 DEX 16 CON 20 INT 14 WIS 16 CHA 10 Initiative +7 ATK +12 GRPL +25 DEF +14(+8, +6 Dodge Focus, +4 Flat-Footed), KNBK -5 TOU +10 FORT +12 REF+ 14 WILL +10 Bluff 10, Diplomacy 8, Disguise +12, Handle Animal 6, Intimidate 10, Knowledge(History) 10, Language 9 (English, French, Greek(Native), German, Hebrew, Italian, Latin, Polish, Russian, Spanish), Medicine 8, Ride 7, Survival 10, All-Out Attack, Defensive Attack, Distract, Evasion 2, Dodge Focus 6, Improved Grab, Improved Grapple, Improved Initiative, Improved Pin, Power Attack, Sneak Attack, Stunning Attack Insubstantial 1, Elongation 2(20ft.), Protection 5, Snare 12, Super-STR 7
Raveled Posted September 14, 2012 Posted September 14, 2012 Blue Jay Move Action: Going to make an Acrobatic Bluff as a Move Action. -5 for trying to do it fast, SM so it comes out to DC 20. Standard Action: Arrowing with Piercing damage. Blue Jay's ranged attack check vs Pawn's Def, DC 20 + Autofire (1d20+15=18) Let's hope the feint works.
Ari Posted September 14, 2012 Author Posted September 14, 2012 Opposing that with Sense Motive, which he has a +3 bonus to(same with Acrobatics, really): 5! Failed. DC20+2 from Autofire comes out to DC22 TOU save: 19! Failed by 3, a Bruise. Initiative roll: Another 19!
Ari Posted September 14, 2012 Author Posted September 14, 2012 So Pawn: Bruise(x1)-GM Blue Jay: Unharmed, 2HP Snare Attack roll: 20! Miss.
Raveled Posted September 14, 2012 Posted September 14, 2012 Blue Jay Standard Attack: Arrowing with Bludegoning damage this time. Blue Jay's ranged attack check vs. Paris' Def. DC 20 Tou (1d20+15=20) Move Action: Taking cover.
Ari Posted September 15, 2012 Author Posted September 15, 2012 That misses. Round 2 Same order, no HP loss or gain. Using Super-STR to life up one of the cars nearby, going to throw it at Blue Jay. Attack roll: 19! Miss, though ruling that it instead hits the car she's concealed behind. DC25 TOU save for the car: 25, heilege. Blue Jay's turn. Oh and Darksider, feel free to make a Notice check to try and hear the commotion going on.
Darksider42 Posted September 19, 2012 Posted September 19, 2012 Well, Riff has Skill Mastery with Notice, so I think a 19 to notice the chaos thats happening SHOULD be enough. Anyway, Initiative away! 24!
Raveled Posted September 20, 2012 Posted September 20, 2012 Blue Jay Move Action: Acrobatic Bluff. Skill Mastery makes it 25, loses 1 because I used it before so 24. Free Action: Switching AP to Drain Fort arrow. Standard Attack: Arrow'd! Blue Jay's ranged attack check w/ +5 Power Attack, vs Paris's Def. DC 20 Fort (1d20+10=12) Rassum, frassum.
Ari Posted September 20, 2012 Author Posted September 20, 2012 Round 3: Riff: Unharmed, 2HP Pawn: Bruise(x1)-GM Blue Jay: Unharmed, 2HP Riff is up!
Cubist Posted September 20, 2012 Posted September 20, 2012 Jubatus is currently chatting with Constance. His next move: Run back to the festival grounds and confirm Riff's location. While he's there, give all the amps and cables a cursory examination, just in case Manderley replaced his hypersound-emitting pellets. If the missing pellets stayed missing (and there's no signs of fresh tampering), run back to Constance and continue chatting with her. Otherwise… well, that depends on what Jube finds. Not sure what sort of roll is needed, if any?
Cubist Posted September 20, 2012 Posted September 20, 2012 Jube's Notice check (1d20+9=18)… may or may not be sufficient to detect any actual tampering. C'est la vie.
Ari Posted September 20, 2012 Author Posted September 20, 2012 He doesn't see anything untoward with the wiring or stage equipment.
Darksider42 Posted September 22, 2012 Posted September 22, 2012 Sorry for the delay. ANYWAY! Riff makes a move action (Flying!) and blasts Pawn with the power of ROCK! Roll result is...30! DC27 Toughness save to tank it!
Ari Posted September 22, 2012 Author Posted September 22, 2012 DC27 TOU save: 24. A bruise! Using Elongation to try and grapple Riff. Attack roll: 26. Grapple roll: 37. Hm.
Darksider42 Posted September 22, 2012 Posted September 22, 2012 Spending Hero Point. Instant Counter! Power check required. 27. Get higher or the grapple is cancelled out
Ari Posted September 22, 2012 Author Posted September 22, 2012 Elongation rank 2 cannot beat that. His arms fall briefly to pieces, and he spends the rest of the round putting them back together. Blue Jay is up!
Raveled Posted September 22, 2012 Posted September 22, 2012 Blue Jay Move Action: Acrobatic Bluff, -2 for previous uses. DC 23 to resist. Free Action: Switch Array to Arrow Flurry. Standard Action: Blue Jay's ranged attack check, vs Pawn's Def. DC 20 Tou + Autofire (1d20+15=20) Rolls!
Ari Posted September 22, 2012 Author Posted September 22, 2012 Sense Motive roll vs. DC23: 5! Falt-Footed. That hits, DC20+Autofire in this case making DC23 TOU save: 13! Staggered and Dazed! Round 4: Riff: Unharmed, 1HP Pawn: Bruise(x2), Staggered, Dazed-GM Blue Jay: Unharmed, 2HP
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