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Stopwatch (OOC)


Supercape

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Posted

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.

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Posted

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.

Posted

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)

Posted

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!

 

 

Posted

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.

Posted

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!

Posted (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 by KnightDisciple
Posted

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. 

Posted

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!

Posted

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.

Posted

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! :clint:

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