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Double Dutch


Supercape

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Posted

Okay, as indicated in chat yesterday, it will only be a move action for Velocity to run at top speed back to Freedom City, once at the bookstore, she will take several free action Take 20 Notice checks to scan the bookstore for the Duke.

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Posted

Cool. He is not exactly hiding so we can say you run and find him in one move action. As you will automatically win initiative, you will also have a standard action. 

 

Lets split this up with an IC post from you processing what the Duke and Grim said, followed by a run. 

 

Then Ill post the scene at Silberman's. 

 

Then back to your standard action. 

  • 3 weeks later...
Posted

Grimalkin can make a DC 25 Sense Motive Roll. 

 

Both of you can make a trained DC 20 Behavioural Sciences Roll if able. 

 

Tracing the call to its origins...well, if you wish to do your stuff and make appropriate rolls (COmputers, Craft [Electronic], etc etc)

Posted (edited)

Rage is now active, if that's okay; this is the sort of 'ice cold fury' she inherited from her mother.

Edited by Heritage
Posted

And the plan manifests...

 

Robert is knocked out and in cardiac arrest from the shock. For the complication, 1 HP to Velocity. 

 

To start with the electricity causes a DC 10 Area Affect to Grimalkin. Her  Danger Sense comes into play, giving her a +5 bonus on the reflex save. 

 

Then, initiative:

 

1d20+4=19 for Cyberduke

 

Note that moving in the cellar, with all the cables, during combat, requires a DC 5 DEX check or you get electrocuted (Damage 5 effect). 

Posted

NB: 

 

Velocity - 4 HP

Grimalkin - 1 HP

 

(If I count correctly)

 

Also Roberts Cardiac Arrest is "comic book" cardiac arrest. So you know, unlikely thumps to the chest and everything...

Posted

Hmm, was going to post, but figured I should probably wait for Heri to make Grim's Reflex save (and any needed toughness save) vs the area effect electrical attack.

Posted

I don't think she has a chance of failing that Dex check (Grim's at +8 due to her 26 Dex), but here goes anyway.

 

1d20+8=26

 

Grim's gonna try and box DukeBot 5000 in within a prison made of nonconducting hard rubber...which just sounds wrong somehow ;)

 

DC 16 Reflex Save to avoid the Rubber Room!

Posted

Actually I forgot that her Rage lasts for 5 rounds, but she essentially engaged it during a non-combat sequence; what say you, O mighty GM? Would she be able to drop out of it, or would she still be a ragin' Cajun for a few more rounds? I'm fine either way.

Posted

Lets go for rage lasting 1 round to do the smash up. 

 

I'm just going to post with the Dukes reply then we can move to initiative:

 

Round 1:

 

68 (Surprise Surprise) - Velocity - 4 HP

25 - Grimalkin - 1 HP (4 Rounds of Rage left)

19 - Cyberduke

 

Robert is in Cardiac Arrest pending a thump to the chest (i.e. Medicine skill DC 10) He will need a Fort Save DC 0 (+2/Round) to avoid being the dead. 

 

Moving in the cellar, with all the cables, during combat, requires a DC 5 DEX check or you get electrocuted 

 

EDIT: not low light conditions, but flickering lights - which means partial concealment to everyone unless you have a non visual accurate sense or something like infravision. 

  • 2 weeks later...
Posted

Okay, have dragged my feet enough here, Velocity will use Rapid Fire (Power Attack +5 dam/-5 attack). She gets a 28, so that is at least a DC 30 toughness save if it hits, plus it is autofire, so +1 per 2 over the Duke’s defense (up to +4).

Posted

It does indeed hit, his Defence is +14, meaning its a DC 32 Toughness Save

 

1d20+15=23 and a weakish Toughness roll, making him bruised and dazed!

 

On the flip side, Velocity gets a shock touching him - a DC 15 Toughness Save (Essentially at present he has a Damage 5 Aura)

 

Post away!

Posted

Well, a +5 Aura would be DC 20 toughness save.  But, the Rapid Attack Velocity used is actually a ranged attack (throwing steel ball bearings at supersonic speeds), so she doesn't actually touch him.

Posted

Grim attacks with her Cricket Bat of Justice!

 

1d20+12=30

 

So while Raging, her Strength is 22 and I'm counting her bat as a Club, so 6+2= Damage 8 effect. Add 15 for DC 23 Toughness Save (think that math is all right). Grim has Accurate Hearing and Scent, so she's got him dead to rights, but let me know if she has to make any other saves!


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