Quinn Posted September 26, 2013 Share Posted September 26, 2013 Notice check! (1d20+10=26) For you! Link to comment
Tiffany Korta Posted September 26, 2013 Share Posted September 26, 2013 Okay with everything she's doing to get ready I think that just about gets her into the building . In case it's important she had total concealment (visual), a Stealth total of 30 and a Notice of 24 (both from Skill Mastery). Link to comment
Thevshi Posted November 14, 2013 Author Share Posted November 14, 2013 Okay, sorry for dragging my feet SOOOO long on this, but finally getting us moving once more. Warden’s notice check (enhanced by sensors set up within the building): 34. Down in the entryway, two guns drop down from ceilings in the hallways and start shooting at Blue Jay with full auto, one hits, one misses. The one that hits connects with all five stun shells, so a DC 22 Fort save for Blue Jay. For Blod, if she stays in the room, she can either hold her breath (which she can do for a number of rounds equal to her CON stat before needing to make any Fort saves) or risk breathing in the gas and dealing with whatever effect it has. Link to comment
Thevshi Posted November 14, 2013 Author Share Posted November 14, 2013 Okay, need that Fort save from Blue Jay, then on to... Round Two 29 Blue Jay (2 HP, Unharmed) 24 Blodeuwedd (2 HP, Unharmed) 17 Raven (Bound and Helpless) 12 Crow (1 HP, Unharmed, Coat is suffering fatigue (-2 ranks to all powers until repaired)) 8 Warden Jay is up (dependent upon result of Fort save though) Link to comment
Raveled Posted November 14, 2013 Share Posted November 14, 2013 (edited) Jay's Fort save, vs DC 22. (1d20+8=16) Whelp. Using HP to get a -- Jay's Fort save, vs DC 22. HP Reroll (1d20+8=10) WHELP! At least it's a minimum of 19, so it's only a Daze. Edited November 14, 2013 by Raveled Link to comment
Thevshi Posted November 14, 2013 Author Share Posted November 14, 2013 Yes, sadly that is still dazed, but, better than Stunned. Blod is up! Link to comment
Tiffany Korta Posted November 16, 2013 Share Posted November 16, 2013 To get up to the top she'll use either Acrobatic, 30 with skill mastery, or Climbing, 21 with skill mastery. Begin to cut the cables if I can. If it possible can I spend a hp to get a rebreather? Though I'll save it for later. Link to comment
Thevshi Posted November 16, 2013 Author Share Posted November 16, 2013 Tiff, no problem getting up high enough to start cutting at the cables. With her acrobatics, she can bound up high enough and then wedge herself into a corner and start cutting. For simplicity sake, we will say she manages to server a couple of cables near where she starts (will have to move around some to get the others). As for the hero point, well, not sure, would you be stunting something off your normal equipment? But I would save the hero point, as you have 18 rounds before Blod even needs to start making Fort saves. Link to comment
Thevshi Posted November 16, 2013 Author Share Posted November 16, 2013 Raven tries to escape her bonds again, but still fails. Crow is up! (Quinn, I would assume he can generally see what is going on with Blue Jay) Link to comment
Quinn Posted November 21, 2013 Share Posted November 21, 2013 More than likely. Portal stays open, but Blue Jay needs some cover fire. Ricochet 3 Talon Barrage on both guns coming in, hon! (-6 according to Thev due to tracking across that many squares - easy enough to deal with). All Out Attack (+5 Attack, -5 Defense) Talon Barrage! (1d20+14=34) All Out Attack (+5 Attack, -5 Defense) Talon Barrage Second Target! (1d20+14=23) Well. Dang. Thev says first one goes boom right off the bat (whee!), second one has to make a DC 21 Toughness save. ^^; Posting IC. Link to comment
Thevshi Posted November 21, 2013 Author Share Posted November 21, 2013 The second auto gun gets a 13 on its toughness save. So it is damaged (-1 injury). This also means is suffers a -1 on its attack rolls until repaired. Link to comment
Thevshi Posted November 21, 2013 Author Share Posted November 21, 2013 The remaining autogun fires again, and dang they get lucky rolls, another 30, so another DC 22 Fort save for Blue Jay. EDIT: Went back and checked something, because Blue Jay is prone, she gets a +4 to her defense vs ranged attacks, so she was actually only hit three times, so she has a DC 20 Fort save to make. Link to comment
Thevshi Posted November 21, 2013 Author Share Posted November 21, 2013 Round Three 29 Blue Jay (1 HP, Unharmed) 24 Blodeuwedd (2 HP, Unharmed) 17 Raven (Bound and Helpless) 12 Crow (1 HP, Unharmed, Coat is suffering fatigue (-2 ranks to all powers until repaired)) 8 Warden 8 Autogun (-1 injured) Jay is up (again dependent upon result of Fort save) Link to comment
Raveled Posted November 21, 2013 Share Posted November 21, 2013 Jay's Fort save, vs DC 22. (1d20+8=21) RIGHT IN THE EYE! Link to comment
Thevshi Posted November 21, 2013 Author Share Posted November 21, 2013 Okay, so she is just fine. Jay is up! Link to comment
Raveled Posted November 21, 2013 Share Posted November 21, 2013 Okay. Using Skill Mastery to get Instant Up. Using Arrow Flurry w/ All-Out Attack and Power Attack, then running behind cover. Vwee hee hee!Blue Jay's ranged attack w/ +2/-2 All-Out Attack and +5/-5 Power Attack, vs Turret. DC 25 + Autofire (1d20+13=30) Damn straight. Link to comment
Thevshi Posted November 21, 2013 Author Share Posted November 21, 2013 Okay, all five arrows will hit and that autogun is toast. Go ahead and post in IC Rav. Link to comment
Thevshi Posted November 21, 2013 Author Share Posted November 21, 2013 Okay, Blod is up! Link to comment
Tiffany Korta Posted November 24, 2013 Share Posted November 24, 2013 Blod will continue to try and free Raven. Link to comment
Thevshi Posted November 24, 2013 Author Share Posted November 24, 2013 Raven manages to escape this time. And Crow is up! Link to comment
Quinn Posted November 24, 2013 Share Posted November 24, 2013 Woohoo! Raven is free! Phase One of Operation Kick Bad Guys In The Butt is successful! Go us! Okay, on to Phase Two. Step one, link Raven into communications network. Given how the power works, this doesn't need much - she just needs to touch the rock and BOOM VOICES IN YOUR HEEEEEEAD Step two, locate location for third column insertion. Morgan's going to scan that blind spot underground; we've already established in-chat there are maintenance and sewer tunnels running /right/ by that blind spot, but I'm personally hoping there'll be indications of side entrances that aren't covered by whatever's blocking his half-assed true sight. If we're lucky, there'll be one - if not, then Crow'll probably have to blow a hole in the wall. Notice check with penalties (1d20-4=0) ...gee, thanks IC. Note, the portal is still open; Blod and Raven can use it at any time to get the heck out of Dodge. Link to comment
Thevshi Posted November 24, 2013 Author Share Posted November 24, 2013 Well, Crow is standing next to a portal that is open to a room filling up with knockout gas! So, Crow needs to make a Reflex save to avoid the cloud forming out of the portal (DC22), if he makes it, of course he avoids the effect (Evasion), even if he misses, he reduces the Fort save needed anyway (Evasion 2) and would need to make a DC 16 Fort save. Once I have that, we are on to… Round Four (10 rounds till computer files begin to delete!) 29 Blue Jay (1 HP, Unharmed) 24 Blodeuwedd (2 HP, Unharmed) 17 Raven (Unharmed) 12 Crow (1 HP, Unharmed, Coat is suffering fatigue (-2 ranks to all powers until repaired)) 8 Warden (Unharmed) And Jay will be up! Link to comment
Quinn Posted November 25, 2013 Share Posted November 25, 2013 Reflex save! (1d20+7=26) - Morgan sez: Woop woop woop woop! Link to comment
Thevshi Posted November 25, 2013 Author Share Posted November 25, 2013 Okay, he is fine. Jay is up! Link to comment
Thevshi Posted November 26, 2013 Author Share Posted November 26, 2013 Okay Tiff, Blod is up. Link to comment
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