Supercape Posted September 8, 2014 Share Posted September 8, 2014 OOC for Foreshadow and Synapse in a sort of sequel to Winter Wonderland. Link to comment
Supercape Posted September 8, 2014 Author Share Posted September 8, 2014 I forgot to say! Feel free to narrate the trail that lead you to Cairo, be it investigation, contacts, luck, or precognition! Also, it is up to you how you want to start off, in or out of costume, or even in disguise! (In which case, disguise roll!) Link to comment
Supercape Posted September 12, 2014 Author Share Posted September 12, 2014 Not a major threat, but still. Sniper attack! 1d20+7=8, 1d20+7=10 even with aim, they miss miss miss! Notice Roll please DC 15 to recognise that there are two snipers. DC 25 To pinpoint them on the rooftops over the street, in opposite directions, each about 50' away (and 20' up). Link to comment
Thevshi Posted September 12, 2014 Share Posted September 12, 2014 Synapse gets a 23, how average. Link to comment
Supercape Posted September 12, 2014 Author Share Posted September 12, 2014 On consideration I will actually lower the "spot" DC to 20, now I think about sniping rules! so yeah, you clock em. Link to comment
Supercape Posted September 18, 2014 Author Share Posted September 18, 2014 Initiative Rolls please! 1d20+5=20 There are four Frogmen, they are not minions. If you have ultrasonic hearing, you can hear them squarking and talking in ultrasonic frequencies to each other, and using it as a bat-sonar. We are in low light conditions - not enough to cause concealment or stuff, but may impair long distance vision. Link to comment
Thevshi Posted September 18, 2014 Share Posted September 18, 2014 Synapse gets a 16 for initiative. Link to comment
Brown Dynamite Posted September 18, 2014 Share Posted September 18, 2014 Foreshadow's Initiative: 1d20+15 24 Link to comment
Supercape Posted September 18, 2014 Author Share Posted September 18, 2014 Round 1: 24 - Foreshadow - 1 HP 20 - Frogmen [4] 16 - Synapse - 2 HP 10 - Zaki (Steward and Captain not engaging) Foreshadow is up! Link to comment
Brown Dynamite Posted September 18, 2014 Share Posted September 18, 2014 Assuming they're flat-footed good time to rely upon sneak attack for damage. Will say Erick's escrima sticks are down with is costume and their stuff. So facepunching. Move Action to jump towards a Frogman. Standard Action is an Unarmed Attack (DC18/20)*: 1d20+12 14 which probably won't hit Link to comment
Supercape Posted September 18, 2014 Author Share Posted September 18, 2014 Unfortunately not as they have uncanny dodge. Defence is +8 by the way. For the Frogmen, they are going to grapple and throw Zaki overboard. I won't roll that, as they practically can't fail. So Synpase is up. Link to comment
Thevshi Posted September 18, 2014 Share Posted September 18, 2014 Synapse will put up her forcefield, switch her power reserve to her Paralyze power and hit one of the frogmen with that (DC 18 Will save). Link to comment
Supercape Posted September 18, 2014 Author Share Posted September 18, 2014 1d20+5=23 it is the awesome, sorry. Round 2: 24 - Foreshadow - 1 HP 20 - Frogmen [3 onboard, 1 in Nile] 16 - Synapse - 2 HP 10 - Zaki [in Nile] Link to comment
Supercape Posted September 19, 2014 Author Share Posted September 19, 2014 Meaning Foreshadow is up! Link to comment
Brown Dynamite Posted October 6, 2014 Share Posted October 6, 2014 (edited) Move Action: Alright Foreshadow's going to go down below and grab his escrima sticks. Drawing them as a Free Action. And leaping down off the ship in the span of the movement. Move Action: Assuming some swimming would have to still be involved to close the distance to the Frogman and professor. Swim Check: 1d20+3 15 Edited October 6, 2014 by HG Morrison Link to comment
Supercape Posted October 6, 2014 Author Share Posted October 6, 2014 The Frogmen are not running; however, the one grappling the Prof will punch the wind out of him, meaning he is now drowning. The other three are not actually fighting, just blocking Foreshadow from getting to the Prof. You can assume the 3 blockers and Foreshadow are now in a melee cluster, with the Frogman drowning the Prof a few metres behind. Post that move away, and I will post reply of above! Link to comment
Thevshi Posted October 6, 2014 Share Posted October 6, 2014 Okay, as you indicated in chat, Dee can still see all the frogmen, so she will hit the one grappling the professor with a mental blast (DC 23 Will save). Link to comment
Supercape Posted October 7, 2014 Author Share Posted October 7, 2014 1d20+5=17 enough to bruise (I presume non lethal?) and Daze one round. Post away! Link to comment
Supercape Posted October 7, 2014 Author Share Posted October 7, 2014 So Zaki will swim to the surface, no longer drowning. The Nile is pretty easy water to swim in, so calm water DC 10. As he is under stress, no taking 10, so his roll is : 1d20-1=14 enough to make it. Round 3: 24 - Foreshadow - 1 HP 20 - Frogmen [3]: Unharmed 16 - Synapse - 2 HP - In boat (now 50' Away) 10 - Zaki [in Nile] Swimming is DC 10 Manuever. If you do not have environmental adaptation, -2 to Attack and Defence (arbitrary...) Foreshadow is holding his breath for 1 round. He has a CON of 14 so I doubt we will be underwater that long (I seriously doubt it...) As the boat speeds away, and the Nile is a bit muddy, Synapse can percieve this round, but next round (at 100') will not be able to. Foreshadow is up! EDIT/NB: Ok so I am going back on my word. I think its better to make the Frogmen Minions so as to not drag this out too long. There is worse up the river. So I am going to knock the frogman Synapse stunned out. I hope this is ok. Link to comment
Brown Dynamite Posted October 7, 2014 Share Posted October 7, 2014 Didn't think he was underwater for breath holding. But alrighty! Move Action: Swimming (DC10): 1d20+3 6 Eh, just means he made no progress in surfacing So assuming the Frogmen are still within 5', attacking and taking 10 now that they're minions. Standard Action: Taking 10 for a -2 Attack/ +2 Damage Power -2 Attack/ +2 Defense Attack with his Escrima sticks (DC21 TOU) on one of the Frogmen If they're not will just swim again. Link to comment
Supercape Posted October 7, 2014 Author Share Posted October 7, 2014 That hits (Their defence is +8/18)..just (24 attack, -4 shifting, -2 underwater)! Is a DC 21 Toughness so 1d20+2=3 yeah that is a pretty awesome KO. And as he has takedown attack, I am going to presume those Eskrima sticks whip left and right, and another Frogman must save: 1d20+2=16, 1d20+2=15 And what about that? You can knock all three out! Post away, we are out of combat. Link to comment
Thevshi Posted October 8, 2014 Share Posted October 8, 2014 So, now that we are out of combat, would Dee need to make any roll to pick up the professor with her TK? (With her power reserve to the TK, she has enough strength to lift a 200 lb person out of the water and move them some 115 feet) Link to comment
Supercape Posted October 8, 2014 Author Share Posted October 8, 2014 thats fine by me Link to comment
Brown Dynamite Posted October 8, 2014 Share Posted October 8, 2014 Best present oneself above the water so as to not get mowed down by a boat, Swim Check: 1d20+3 23 And he more than definitely surfaces. Link to comment
Thevshi Posted October 13, 2014 Share Posted October 13, 2014 Diplomacy check for Synapse, a 16 (or 20 if Attractive comes into play) Link to comment
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