Thunder King Posted September 13, 2013 Posted September 13, 2013 http://invisiblecastle.com/roller/view/4215618/ 23 on a notice check
Thevshi Posted September 13, 2013 Author Posted September 13, 2013 Notice checks for figures near bank are 9 and 13, so they fail to notice Solar, though it is likely they still hear the sirens. Solar can still take either a Standard or Move action as part of a surprise round.
Thunder King Posted September 13, 2013 Posted September 13, 2013 With those choices, he cannot attack from this range. So, he's going to move in using his insane speed and land in front of them, giving them a clear indication that they've provoked something.
Thevshi Posted September 13, 2013 Author Posted September 13, 2013 Round One Well, one does better, one does worse. Police do a bit better. 20 Thug 1 18 Officer 2 17 Officer 1 15 Officer 4 11 Solar Sentinel (1 HP, unharmed) 7 Thug 2 2 Officer 3 Thug 1 shots at Solar, missing with a 12. The police are still arriving, so Solar Sentinel is up!
Thunder King Posted September 13, 2013 Posted September 13, 2013 27 on an attack roll to punch one of the guys
Thevshi Posted September 14, 2013 Author Posted September 14, 2013 The other guy takes a shot a Solar, and misses by a mile as well. This takes us to… Round Two 19 ??? (unharmed) 18 Officer 2 17 Officer 1 16 Thug 5 15 Officer 4 11 Solar Sentinel (1 HP, unharmed) 9 Thug 6 8 Thug 4 6 Thug 3 7 Thug 2 2 Officer 3 The mystery man steps out of the bank and shots a blast of energy at the lead police car, hitting with a 26. The squad car only just misses the toughness save, so takes an Injured condition. But, the officer driving does not do well on a Drive check, so he crashes the squad car into a telephone pole. Solar is up!
Thunder King Posted September 14, 2013 Posted September 14, 2013 Solar Sentinel is going to focus his attention to the guy who just tried to take out a police car, considering him the far greater threat. 22
Thevshi Posted September 14, 2013 Author Posted September 14, 2013 That is a hit. But the pumpkin man makes his Toughness save with a 29. Go ahead and post.
Thevshi Posted September 14, 2013 Author Posted September 14, 2013 (edited) Thug 6 emerges from the bank, and takes a swing at Solar with his pistol, missing with a 12. Thug 2 will turn his attention to the other approaching police car, firing his pistol at it as he moves towards the van. But misses with a 14. The second police car pulls up and Officer 4 uses his saved action to step out and shoot at Thug 2, just hitting with a 12. Thug 2 misses his Tough save and goes down. Round Three 19 Jack o’ Lantern (unharmed) 16 Thug 5 11 Solar Sentinel (1 HP, unharmed) 9 Thug 6 8 Thug 4 6 Thug 3 2 Officer 3 2 Officer 4 JOL drops his bag of money, bursts into flames and files up into the air. Then he sends a ball of flame back down to the ground over near the second police car, catching it and the two officers in small explosion. Both officers miss their Reflex saves. They also both miss their Toughness saves, so they are unconscious. The police car takes some damage. Thug 5 is in the driver seat of the van and starting it up. Edited September 14, 2013 by Thevshi
Thunder King Posted September 14, 2013 Posted September 14, 2013 Using extra effort to boost his blast by 2 ranks to make this one a DC25 TOU save; Rolled a 25
Thevshi Posted September 14, 2013 Author Posted September 14, 2013 That is a hit, his first toughness save is BAD. Have a hero point as he gets a reroll, he gets a 21 the second time around, so is bruised.
Thevshi Posted September 14, 2013 Author Posted September 14, 2013 Round Four 19 Jack o’ Lantern (bruised) 16 Thug 5 11 Solar Sentinel (1 HP, unharmed) 9 Thug 6 8 Thug 4 6 Thug 3 JoL fires a laser blast down at Solar Sentinel, hitting with a 22 (been adding in the wrong bonus). A DC 25 toughness save is needed. Thug 5 pulls the van away from the scene.
Thevshi Posted September 14, 2013 Author Posted September 14, 2013 Yep, you shake it off, your action.
Thevshi Posted September 14, 2013 Author Posted September 14, 2013 As the guys in the van cannot really do anything, we are on to… Round Five 19 Jack o' Lantern (bruised) 16 Thug 5 11 Solar Sentinel (1 HP, unharmed) 9 Thug 6 8 Thug 4 6 Thug 3 JoL uses his AoE, causing some fires in the bank and catching Solar in the blast. Need a Reflex save DC 18, if you make it, the toughness save will be DC 19, if not, it will be DC 23.
Thunder King Posted September 14, 2013 Posted September 14, 2013 12 well, that sucks 23 That's quite lucky though
Thunder King Posted September 14, 2013 Posted September 14, 2013 Power attacking for 2 on a 20 turning into a dc25 TOU save
Thevshi Posted September 14, 2013 Author Posted September 14, 2013 He makes his toughness save with a 26.
Thevshi Posted September 16, 2013 Author Posted September 16, 2013 (edited) Okay, punching him triggers his flaming aura, so a DC 19 toughness save is needed. Then.. Round Six 19 Jack o’ Lantern (bruised) 16 Thug 5 11 Solar Sentinel (1 HP, unharmed) 9 Thug 6 8 Thug 4 6 Thug 3 JoL will shoot a laser at Solar, hitting with a 22. DC 25 toughness save please. Edited September 16, 2013 by Thevshi
Thunder King Posted September 16, 2013 Posted September 16, 2013 27 for the 25 16 for the 19. Guess he takes a bruise
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