KnightDisciple Posted April 9, 2013 Posted April 9, 2013 Per conversation in Chat: -This turn, arriving in the lobby of the hotel. -Listen (aka Notice) Check: 24, and just in case, I would note he has Ultra-Hearing. -Invoking the AHHH! Robot Wolf! complication. Because why not! GM can have NPCs respond as desired.
Supercape Posted April 11, 2013 Author Posted April 11, 2013 Round 2 58 - Velocity 2 HP 44 - Harrow 8- Fenris - 3 HP Robert is en route out of the building, and has his bag.
Thevshi Posted April 11, 2013 Posted April 11, 2013 Velocity is going to power stunt an alt power for her superspeed array. This stunted alt is identical to her existing Strike power, only it will also include a new feat: Stunning Attack, as there are unspent points in the normal power. Then she is going to try to use the new alt to Stun Robert. She gets a 28. If that hits, it is a DC 23 Fort save.
Supercape Posted April 11, 2013 Author Posted April 11, 2013 It just hits (defence of +18 / 28 for info). Rolling an 8 for him (IC down), he is knocked unconscious! Post away.
Thevshi Posted April 14, 2013 Posted April 14, 2013 Just so I am clear, Velocity is currently going to keep the fatigue from the power stunt.
Supercape Posted April 15, 2013 Author Posted April 15, 2013 For Reference: Velocity - 2 HP - Fatigued Fenris - 3 HP
Supercape Posted April 20, 2013 Author Posted April 20, 2013 Could I have DC 20 Sense Motive Checks from Megan and Fenris
KnightDisciple Posted April 20, 2013 Posted April 20, 2013 Sense Motive: 19 You know what? Hero Point Reroll: 11, but since that was a 3, that's a 21 due to HP reroll. Just enough!
Supercape Posted April 20, 2013 Author Posted April 20, 2013 Velocity - 2 HP - Fatigued Fenris - 2 HP Fenris is strongly inclined to believe that Herr Apfelbaum is acting / bluffing / putting on a show (feel free to post / edit IC according to this)
Thevshi Posted April 20, 2013 Posted April 20, 2013 I will to see if KD is going edit his post before posting myself.
KnightDisciple Posted April 21, 2013 Posted April 21, 2013 I don't think I really need to change anything. Sorry for delay in response; it was gaming day.
Supercape Posted April 21, 2013 Author Posted April 21, 2013 Time Agents, Attack!!! First off, "Herr Apfelbaum" will launch a suprise attack against Fenris. For all his professionalism, he is riled! 1d20+8=25 this should hit a flat-footed Fenris, and it will be a Stun 6 effect (DC 16 Fort Save). For reference, the Time Agents have +6 att/def, +6 Toughness, and have [all] visual concealment. Initiative roll for first round please! 1d20+5=6 not so good!
KnightDisciple Posted April 21, 2013 Posted April 21, 2013 DC 16 Stun Save: 23. Fenris is unimpressed. Initiative: 7. He's so unimpressed he's going last in initiative.
Supercape Posted April 21, 2013 Author Posted April 21, 2013 Not quite last! Round 1 54 - Velocity - Fatigued - 2 HP 7 - Fenris - Unharmed - 2 HP 6 - Time Agents [?] - Unharmed Velocity is up!
Thevshi Posted April 21, 2013 Posted April 21, 2013 Velocity will use the Total Defense action, boosting her defense up to 28 (after the fatigue is figured in). She is taking a few free actions to Take 20 on notice checks around her on the hope of spotting any incoming attacks.
Supercape Posted April 21, 2013 Author Posted April 21, 2013 Velocity can spy two more agenst just outside the room - by things like indentations on the carpet. There may be more further out, but even with extended vision from her helmet, thats too far. There may well be more incoming. Fenris is up!
KnightDisciple Posted April 24, 2013 Posted April 24, 2013 (edited) Right then.Free Action: Switch Arsenal to PPCs/Blast. Free Action: All-Out Attack for 2. Defense +5, Attack+12.Free Action: Power Attack for 2. Attack+10, DC 27.Standard Action: Ranged attack vs the "hotel manager": 14. That probably misses. I'll eat that.Move Action: Teleport over to stand next to Robert, so I can pick him up next turn. Edited April 24, 2013 by KnightDisciple
Supercape Posted April 24, 2013 Author Posted April 24, 2013 Unfortunately that is a miss. Incidentally, he is now invisible to normal senses, so total concealment will apply to both of you. In response, we have three stun beams at y'all! Two are at Fenris: 1D20+6 => 26 and 1D20+6 => 20 So thats a DC 21 and 16 Fort Save (due to crit) Stun Effects One to Velocity 1D20+6 => 20 a miss.
KnightDisciple Posted April 24, 2013 Posted April 24, 2013 Right then, let's see... DC 21 Fort: 15. NOPE Hero Point Reroll: 18, which becomes a 28 with the reroll (the die gave me a 9, +10 from HP). So that save is safe. DC 16 Fort: 18 again! These guns tickle!
Supercape Posted April 24, 2013 Author Posted April 24, 2013 Round 2 54 - Velocity - Fatigued - 2 HP 7 - Fenris - Unharmed - 1 HP 6 - Time Agents [3?] - Unharmed Velocity is up!
Thevshi Posted April 24, 2013 Posted April 24, 2013 Velocity will try to go punch where the nearest energy beam originated (still using the Stunning Attack version of her Strike power she stunted). Wow, only a 13, no need to even check a miss from concealment for that one.
KnightDisciple Posted April 24, 2013 Posted April 24, 2013 Free Action: Switch Arsenal to Electroactive Polymer Muscle, Stage Two (aka plenty of Super-Strength) Move Action: Pick up Robert. Move Action: 600ft away from the scene, outside if that's possible. He'll be moving even further next turn. Free Action: Witty Banter!
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