Avenger Assembled Posted December 26, 2014 Share Posted December 26, 2014 Here is the OOC thread. Link to comment
Fox Posted December 26, 2014 Share Posted December 26, 2014 Tagging lest I forget it. Link to comment
Ecalsneerg Posted December 27, 2014 Share Posted December 27, 2014 Can I use the fact you can technically reallocate Equipment pre-adventure to trade in the garage of vehicles (stuck on Earth) for a 9ep space suit? Link to comment
Gizmo Posted January 2, 2015 Share Posted January 2, 2015 Between Chris having reported via Citizen that a whole mess of Star Knights died in the attack on Lor-Van and having Caradoc standing right there doing the shiny-armor-over-something-scary thing himself, I feel like Erik probably has reason to jump to some conclusions here, but would you like a Sense Motive/Bluff check? Link to comment
Avenger Assembled Posted January 3, 2015 Author Share Posted January 3, 2015 Well, Jack doesn't know from Star Knights - but those are reasonable suspicions for him to have, especially given what he already knows. Do the Star Knights really have the resources for this given what has evidently happened to them? It does seem a little suspicious that they would appear in the middle of a communications blackout, doesn't it? Link to comment
Gizmo Posted January 3, 2015 Share Posted January 3, 2015 For what it's worth, Jack gets 34 for Bluff with Skill Mastery and Jill gets 30. Link to comment
Avenger Assembled Posted January 4, 2015 Author Share Posted January 4, 2015 Good to know! With everyone's Bluff/Sense Motive score, this smells fishy. Link to comment
Avenger Assembled Posted January 12, 2015 Author Share Posted January 12, 2015 Fox: A radio message in binary was just sent to Dragonfly from Pink; it said "Can you understand me?" Link to comment
Gizmo Posted January 13, 2015 Share Posted January 13, 2015 Alright, Erik's not going to sit there while the Faux Knights beam space computer viruses at Mara and Steve!Jack of all BladesMove Action: Feint vs. Red Star Knight, 29 with Skill MasteryStandard Action: Charge Red Star Knight; Power Attack 5: 1d20+17 35 With Improved Critical 2, that's a Critical Hit so that's a DC 26 Fortitude Save vs Drain Toughness then a DC 31 + Autofire (up to +3) Toughness Save vs Damage. Link to comment
Avenger Assembled Posted January 14, 2015 Author Share Posted January 14, 2015 Well, that's not good for him! http://invisiblecastle.com/roller/view/4749591/= 12 Can't make that Sense Motive! http://invisiblecastle.com/roller/view/4749592/= 8 He fails that Reflex save. His Tou is now 5 Tou vs 34 http://invisiblecastle.com/roller/view/4749594/= 5 Welp, you got him. Link to comment
Avenger Assembled Posted January 15, 2015 Author Share Posted January 15, 2015 All right, let's see some initiative. Those of you who can make a Notice of 20 will see that The exposed torso is noticeably sunken and the skin is torn in several places, as if it's been rotting for a while - there was also not even a spray of blood from the wound. Link to comment
Ecalsneerg Posted January 15, 2015 Share Posted January 15, 2015 Geckonitiative: 1d20+12 31And, as for the Notice... Do you see what I see?: 1d20+9 25 Yeah, Chris sadly realises stuff. Link to comment
Gizmo Posted January 15, 2015 Share Posted January 15, 2015 Jack of all BladesInitiative: 1d20+9 15Jill O'CureInitiative: 1d20+8 12 They both have +15 Notice with Skill Mastery. Link to comment
Fox Posted January 15, 2015 Share Posted January 15, 2015 Initiative Roll (Speed of Thought) (1d20 + 9=12)Bleh.Welp, Mara can't make DC20 with skill mastery alone, so I'll have to roll for it.Notice Check, DC20 (1d20 + 5=13)Nnnope. Slightly distracted by the attack, I guess! Link to comment
Electra Posted January 17, 2015 Share Posted January 17, 2015 Miss A goes on 8 and does not need to roll in order to make the notice check Link to comment
Avenger Assembled Posted January 17, 2015 Author Share Posted January 17, 2015 Harrier has Skill Mastery enough to make the check. Harrier goes on 22. http://orokos.com/roll/247149= 22 http://invisiblecastle.com/roller/view/4751678/ They go on 20, 17, 9, 6 Link to comment
Avenger Assembled Posted January 17, 2015 Author Share Posted January 17, 2015 Geckoman: 31 Harrier: 22 Pink: 20 Yellow: 17 Jack of all Blades: 15 Dragonfly: 12 Jill O'Cure: 12 Blue: 9 Miss A: 8 Black: 6 Link to comment
Ecalsneerg Posted January 18, 2015 Share Posted January 18, 2015 Ok, so Geckoman is uninjured with 4HP. Move Action: I'll feint the yellow one! Skill Mastery, 31!Standard Action: With a threefer combo of Acrobatics Skill Mastery, +20 Strength from MOON GRAVITY, and Leaping 1, as a standing long jump, Geckoman can do 34' leaps. Which isn't much to punch the yellow one in the face. And dice are fun. So, with a charge attack to punch the yellow "Star Knight" in the face... Space Gecko!: 1d20+15 35. OK. So that's effective Strength 38 giving him 24' running long jumps, plus 20 to 44' from Acrobatics, then x2 for Leaping. OK, 88' leap, halved for not running up first, so 44'. Still less than just running at 'em. Eh. Giant space jump.Face punch! Charging Power Attack for 5 [in zero gravity]: 1d20+11 23 So that's DC24, 26 if the feint was successful. Sneak Attack, yo. Link to comment
Avenger Assembled Posted January 19, 2015 Author Share Posted January 19, 2015 That'll do the trick, all right! http://orokos.com/roll/247702= 23 A bruise! Harrier is up. Link to comment
Avenger Assembled Posted January 19, 2015 Author Share Posted January 19, 2015 Harrier is now staggered - take an HP, AA! Don't mind if I do, you handsome devil. The actions of the Star Knights (pink and yellow) are taken up reacting to Harrier. Yellow fires at the spaceship overhead and misses. Jack of all Blades, you are up! Link to comment
Gizmo Posted January 20, 2015 Share Posted January 20, 2015 Jack of all BladesMove Action: Taking 10 on Acrobatics with Skill Mastery, Jack should be able to get about 8' of vertical distance with the moon's lower gravity.Hero Point: Stunting:Damage 6 (Extras: Area [Targeted, Line], Linked; Power Feats: Improved Critical [18-20], Progression 1 [25’ Length per Rank], Variable Descriptor 2 [Any Available, Concentrated Energy or Magic]) + Drain Toughness 6 (Extras: Affects Objects, Area [Targeted, Line]; Flaws: Limited [Objects Only]; Power Feats: Progression 1 [25’ Length per Rank]) [29PP] (energy sword)Standard Action: Giant Energy Sword vs Communion Ship; Power Attack 5, -2 Environment: 1d20+13 21 That's DC 21 for the Drain and DC 26 for the Damage. Link to comment
Avenger Assembled Posted January 21, 2015 Author Share Posted January 21, 2015 There's no reason something this large could make a Reflex save. So that's a Drain of 6 - or 3 in this case, given that it's wearing down Impervious It now has a Tou of 12 and Impervious of 6 http://invisiblecastle.com/roller/view/4755021/= 30 OK, so it was Drained but not Damaged Link to comment
Fox Posted January 22, 2015 Share Posted January 22, 2015 Welp, Dragonfly's just going to drone the thing.Ranged Attack Roll vs. Ship (drone beamspam) (1d20 + 12=19)Hopefully spaceships have low defense. If not, though, Homing means another attack next round.DC27 Toughness, +[Autofire 1] bonus as applicable, if it hits. Link to comment
Avenger Assembled Posted January 22, 2015 Author Share Posted January 22, 2015 http://invisiblecastle.com/roller/view/4755999/= 20 That just hits - and it takes an injured! Link to comment
Gizmo Posted January 23, 2015 Share Posted January 23, 2015 Jill O'CureMove Action: Move out of the outpost toward the heroes.Standard Action: Create a barrier between everyone and the Communion ship. Create Object 12 (Power Feats: Progression [10-foot cube/rank], Selective, Stationary, Tether, Extras: Impervious, Movable) [52PP] Link to comment
Recommended Posts