Avenger Assembled Posted January 16, 2013 Posted January 16, 2013 Are we in initiative? I dunno. Disable Device, Notice, Sense Motive, or Technology checks might also be prudent.
Electra Posted January 16, 2013 Posted January 16, 2013 Showing some initiative here! Koshiro goes on 17. And a Disable Device check of 28. And no sense motive, but a bluff to challenge bluff, with a roll of 26
Avenger Assembled Posted January 16, 2013 Author Posted January 16, 2013 28 is enough to let him succeed in hitting Sharl's off button for the moment. I'll take an HP for the Complication, and choose to fail that Bluff roll by using Skill Mastery.
Gizmo Posted January 16, 2013 Posted January 16, 2013 Notice Check. (1d20+11=21) Sense Motive Check. (1d20+15=24) And, for when we need it: Initiative. (1d20+3=13)
Thunder King Posted January 16, 2013 Posted January 16, 2013 Initiative is 24 Notice is 12 Gonna use skill mastery on a 21 for Sense Motive
Fox Posted January 16, 2013 Posted January 16, 2013 Initiative Roll (1d20 + 7=8) :| Notice Check (1d20 + 15=19) :| :| Sense Motive Check (1d20 + 5=24) Oh, yeah, sure. NOW we get the nice rolls.
Scuffles Posted January 16, 2013 Posted January 16, 2013 Initiative: 8 because clearly Glow is really on-the-ball here. She can skill mastery both notice and sense motive for a 20 on each.
Avenger Assembled Posted January 16, 2013 Author Posted January 16, 2013 Citizen: 18 OK: Notice at or over 20: -Sharl struck for the _gun_, not the man, but his hand passed through the first and electrified the second -Summers' corpse looks decidedly odd, but you'll have to get closer to figure out exactly how (i.e., actually describe looking) at or over 25: -Is that someone coming up the stairs!?!? Sense Motive at or over 20: -Sharl looked really scared when Summers started accusing him -He doesn't seem to believe the charges against him are true -He looks an exciting combination of baffled and horrified as he stands over Summers' electrocuted corpse. Disable Device: 28 is enough to either turn off the alarms or shut down Sharl's projector for a round, but not both. Initiative: Crimson Tiger: 24 Papercut: 17 Citizen: 17 Ghost Girl: 13 Wraith: 8 Glow: 8 Glow: 8 Go, Crimson Tiger, go!
Thunder King Posted January 17, 2013 Posted January 17, 2013 Mali's going to first make a notice check (21 with skill mastery) then talk and try to be a rational person.
Electra Posted January 17, 2013 Posted January 17, 2013 Forgot to make the notice check earlier, 24. So close, yet so far away. Koshiro is going to use his disable device check to knock Sharl offline for a minute before he can do anything else crazy! Then, maybe some talking, who knows?
Gizmo Posted January 17, 2013 Posted January 17, 2013 Kimber is using her necrovision! Specifically: Super-Senses 4 (Detect Death [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP]
Avenger Assembled Posted January 17, 2013 Author Posted January 17, 2013 The only dead thing here is Sharl's hope to get into the college of his choice
Fox Posted January 18, 2013 Posted January 18, 2013 Between Mali and Kimber, Wraith has pretty sufficient motivation to give Summers a better once-over. Nothing so thorough as a proper search for clues, just trying to figure out what she could have missed in all of this madness. She'll be leveraging her whole super-sense suite, as appropriate (since it never really turns off!): Super-Senses 6 (Acute Olfactory, Darkvision, Infravision, Ultrasonic Hearing, Ultravision) [6pp] Notice Check (1d20 + 15=35) .....well! That...that'll do, I guess!
Electra Posted January 20, 2013 Posted January 20, 2013 Disable Device check for the window is a 23. Since we're not in combat, I'm assuming I can have him launch in the same post.
Scuffles Posted January 20, 2013 Posted January 20, 2013 TK power check: 21. What did I win? Edit: Apparently I didn't win anything because I needed 22 to beat the power nullifiers in the room. Doh! I won't reroll it, Glow finding that someone turned her powers off is fun!
Quinn Posted January 20, 2013 Posted January 20, 2013 Move Action to Teleport up to the Tree (DAT TREE! :evil: ). Standard Action to aim this Net-Gun and fire, with the aim of blocking off the window! Fire zee netzen! (1d20+16=32) Free Action: Activate Alternate Power: Concealment 4 (All Visual Senses; Feats: Selective) [9PP] (Magic) (Rune of The Veil) from his branch. And then keeping watch!
Fox Posted January 20, 2013 Posted January 20, 2013 Against my better judgement, Wraith's going to try for an escape via ventilation system; she doesn't know that there are a lot of traps around, and there's clearly someone outside trying to stop them! Anything I should know before posting, about (1) the presence of vents or (2) the badness within them?
Avenger Assembled Posted January 20, 2013 Author Posted January 20, 2013 Just give me a Reflex save vs DC 22 (for a Snare) and assume that you are blinded (yes, even the fancy senses) in the tunnels. DC 20 Survival check to navigate as if sighted.
Fox Posted January 20, 2013 Posted January 20, 2013 Reflex Save vs. Snare, DC22 Survival Check, DC20 (1d20 + 8=9, 1d20 + 10=25) Not so great against the snare (though so long as it isn't watertight, that's a lesser concern). Pretty good on the Survival check.
Gizmo Posted January 21, 2013 Posted January 21, 2013 Ghost Girl Ghost Array Check vs. DC 22 Power Nullifiers. (1d20+13=31) Notice Check. (1d20+11=27) Standard Action: Disrupt Electronics vs. Nullifier. (1d20+12=30): Damage 12 (Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Power Feats: Accurate 2) [14PP] + Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP] DC 22 Fortitude Save and DC 27+Autofire Toughness Save. Extra Effort: Surge. Hero Point: Stunt Ice-Shattering Banshee Wail That Sends Ice Shrapnel Through Everything off of Ghost Array: Damage 12 (Extras: Affects Corporeal, Area [General, Area]; Flaws: Limited [Objects], Power Feats: Indirect, Precise) [26PP]Standard Action: Ice, ice, baby. That's DC 27 against the Snare around Indira and subsequently most of the office, net-over-the-window included. Move Action: Siobhan’s Shroud toward security cameras: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP]
Avenger Assembled Posted January 21, 2013 Author Posted January 21, 2013 Okay, it's equipment, so it loses 12 Tou automatically: vs 32 w/Autofire: 13 The nullifiers are all gone. Snare + office: Tou vs 27: Snare around Indira: it takes ten on its Tou save, and so is injured Office: The office walls and such take 10 (with a base Tou of 15) and are injured as well. Snare around office window: Takes ten and is also injured
Avenger Assembled Posted January 21, 2013 Author Posted January 21, 2013 Okay, Since some things here aren't working out, I'll tag here later with lots of movement, HP, and posts
Avenger Assembled Posted January 21, 2013 Author Posted January 21, 2013 Free Action: Nullify Technology 12 (Extras: Selective, Targeted Area [burst], Flaw: Action [Full], Selective) {24/24} Standard Action: Power Attack vs. immobile targets - Nullify rank of 17 vs the snare on the window and the remaining electronic devices in the building. 36 That's enough to fry the snares and remaining countermeasures. Surge for a Standard action: Fly out the window.
Avenger Assembled Posted January 21, 2013 Author Posted January 21, 2013 Okay, I need a DC 25 Tou save from anyone still in the building. (Good thing Darren didn't open the door, and wasn't in the room!) Assume that all the electronics in the place and outside on the lawn are temporarily fried. The upper stories are currently in flames, but it shouldn't be hard to put them out for anyone who has a water-based effect (oh my ) and I think Darren should be able to make that Tou save easily enough. Sorry for all the confusion here, guys, I tried an experiment but it didn't work too well. No big deal! Everyone take an HP for the inconvenience; don't worry, guys, you'll need them. A couple of posts from YF 2.0 working on their escape/getting into the bus, and then they''ll hit the road while the First Line is left with a new series of problems...
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