angrydurf Posted November 11, 2015 Posted November 11, 2015 (edited) The OOC! Notice check lets say DC 15 to notice the frustrated perhaps pursuer, DC 20 will note the conductor does not check the late arrivals pass. DC 30 will note a tell tale error in the Conductors disguise to reveal him as not what he appears. DC 25 sense motive to detect the Conductor and woman may know each other. Those with enhanced hearing or similar senses can tell the woman's heartbeat and or breathing is faster than the brief jog to catch the train would indicate if they are paying attention to such things. Edited November 11, 2015 by angrydurf
angrydurf Posted November 11, 2015 Author Posted November 11, 2015 Phalanx Notice check 1d20+9=26 Sense motive 1d20+8=14 Knowledge without context Wooo.
N/A Posted November 11, 2015 Posted November 11, 2015 Kingsnake's got Skill Mastery for Notice and Sense Motive, hitting DC30 with both (not counting his 1/2 Immunity to Interaction Skills, which cuts other people's Bluff, Diplomacy, and/or Intimidate bonuses in half), and the required super-senses, so he gets everything.
Saithor Posted November 11, 2015 Posted November 11, 2015 Gunter has skill mastery for notice, I'll just take ten there for an automatic 20. Rolling Sense Motive 1d20+10=17
Raveled Posted November 11, 2015 Posted November 11, 2015 Miras could hit Notice 22 with Skill Mastery buuuuut it's more fun to roll. Notice & Sense Motive Checks: 2#1d20+12 29 31 Whelp, just missed the highest Notice check but I hit the Sense Motive one.
angrydurf Posted November 11, 2015 Author Posted November 11, 2015 Kingsnake and Miras will hear the sound of some kind of low flying aircraft approaching at this juncture the whine of turbojets as the craft approaches and eventually matches speed with the train.
Saithor Posted November 11, 2015 Posted November 11, 2015 Rolling Initiative to act 1D20+8=12 Curses!
N/A Posted November 12, 2015 Posted November 12, 2015 Initiative: 18. Skill Mastery on Notice gets him double the result needed to act during any surprise round with Danger Sense, and with Uncanny Dodge he's not flat-footed before his first action (unless someone's got Concealment vs Auditory, Olfactory, AND Tactile type senses).
Raveled Posted November 12, 2015 Posted November 12, 2015 15 hours ago, ShaenTheBrain said: Initiative: 18. Skill Mastery on Notice gets him double the result needed to act during any surprise round with Danger Sense, and with Uncanny Dodge he's not flat-footed before his first action (unless someone's got Concealment vs Auditory, Olfactory, AND Tactile type senses). Someday we'll have to make him fight a ghost. Initiative Check: 1d20+6 16
angrydurf Posted November 12, 2015 Author Posted November 12, 2015 The backup vehicle has not arrived yet it'll arrive on backups initiative. Those familiar with such things would recognize the engine sounds as not dissimilar to some military VTOL transports basically a flying APC. Initiative for the Mobsters 1d20+2=18 Initiative for Mob Backup 1d20+5=16 Initiative for Phalanx 1d20+4=24 Phalanx and Kingsnake get an HP for their secret ID complications As there are few enough passengers in the car that a clever mobster might put together that they are in fact the heroes that interfered if they interfere. Initiative Phalanx 24 6HP Uninjured Kingsnake 18 2HP Uninjured Mobsters 18 Two groups of three Miras 16 1HP Uninjured Backup 16 Unknown but loud Gauss 12 1HP Uninjured Phalanx will use his action to usher the family to the next car forward and give himself an opportunity to change into costume if needed without being too obvious about who he is. Kingsnake is up once I post the IC
Raveled Posted November 12, 2015 Posted November 12, 2015 Okay, this is the third damn time I will have followed this IC and OOC. Something is messed up, because I am not getting notifications for these topics.
N/A Posted November 12, 2015 Posted November 12, 2015 Welp, he wouldn't be Daredevil if he was careful with his secret identity. Standard Action: Brian will drop a smoke pellet, which will instantly plunge a 20ft x 20ft section of the train car around him in opaque black smoke for the next 2 rounds. That should cover at least half the car. Free Action: Then he'll use his Quick Change feat to rip off the clothes over his costume and pull up his mask. Move Action: Kingsnake moves to within touch-range of the trio of mob enforcers on the opposite end of the train from Phalanx. Free Action: Kingsnake will use Extra Effort to Surge for an additional standard action. Standard Action: Kingsnake will attack one of the mobsters. Assuming they're flat-footed on account of being in the smoke cloud, Kingsnake will Power Attack for -2 Attack / +2 Damage and Defensive Attack for -2 Attack / +2 Defense. That leaves him at +8 Attack, +10 Damage (DC25), and +14 Defense for the round. If they're Minions, then he'll take 10 on the attack rolls, hitting DC18 / Defense +8, and their Toughness save DC is 25 (so if they have +4 or lower Toughness, they auto-fail), and if they fail, they're KO'd. If he hits, and they go down, then he'll use Takedown Attack to attack the second one, and if that one goes down, the third. (It sounds like they're all within 5ft of each other.) If they're not Minions, let me know and I'll make attack rolls.
angrydurf Posted November 13, 2015 Author Posted November 13, 2015 They are minions and 18 does in fact hit! However they manage a slim chance to make the toughness check so rolls! Toughness save DC 25 1d20+5 = 23, 10, 13 All fail and are KO'd Looks like they will need that back up! Initiative Phalanx 24 6HP Uninjured Kingsnake 18 2HP Uninjured Mobsters 18 One group of three Miras 16 1HP Uninjured Backup 16 Unknown but loud Gauss 12 1HP Uninjured The mobsters are actually under a surprise round as they were not expecting smoke and super heroes! They are no longer however flat footed. Miras is up.
Raveled Posted November 13, 2015 Posted November 13, 2015 Ho-kay, Miras is going to turn her Insubstantial on and float up and through the roof. She'll have to take a double movement to keep up with the train, so she'll Surge this round to get a Standard action. She'll use that to throw an Illusion on the back-up, so that's DC 15 Will for them and she will have a rank of Fatigue next round.
angrydurf Posted November 13, 2015 Author Posted November 13, 2015 Will Saves: 1d20+4 = 7, 15, 13, 19, 13, 21, 20, 10 Half of the backup is affected including the pilot but not the co-pilot (that could get interesting for them) If the illusion is within perception of the rest of the heroes they need to save as well but go ahead and post.
Raveled Posted November 13, 2015 Posted November 13, 2015 It's a fifty-foot radius, Miras will center it on the VTOL as best as she can.
angrydurf Posted November 13, 2015 Author Posted November 13, 2015 Alright we'll need saves from the PCs then. Phalanx passes with a one so he's fine at least (Dating one of the settings most potent psychics has some benefits it seems)
Raveled Posted November 13, 2015 Posted November 13, 2015 So apparently Miras isn't going to be goon-sweeping this turn. Okay, then she'll just keep pace and Ready an action to fly into the VTOL once the door opens. Not like anyone could shoot her.
Saithor Posted November 13, 2015 Posted November 13, 2015 (edited) Okay, Will Save 1d20+8=27 Yeah Gunther is not getting fooled at all. He will also take a 10 for his attack rolls, and so that is a DC 25 Toughness check for each with Penetrating 4 and Knockback 6 I'm assuming Blast is an AOE effect? Interestingly enough the book does't say. Will get an IC up soon. Clarify Move Action: Get in Cover Standard Action: Kineticaly smash Thug Free Action: Curse in German? And use Extra effort to create a Damage 10 with Extras: Area with Power Feats: Knockback 6 Edited November 13, 2015 by Saithor
angrydurf Posted November 13, 2015 Author Posted November 13, 2015 Ok so. Saithor, Gauss is not up yet, the backup and Miras' held action go first. Also Miras changed inside the cloud so would not have been visible changing. Blast is not an AOE effect and Damage with an AOE effect is centered on you and (with rank 10) effect everyone within 50 feet (Which would include your fellow heroes as well as the bystanders and the train itself a Damage ten effect is roughly equivalent to a rocket launcher or a tanks main gun so that could be disastrous (Though you can decide to do only non-lethal damage so that wouldn't affect the train actually but would likely knock out the bystanders) So if you get a chance to remove that post so the Backup and Miras can get their actions off I'll get an IC up for you to react to. So on the backups action the door will open Miras will sweep in as the power armored dudes inside begin to fly out and begin to approach the train. Before they take the rest of their action to breach the train she has the opportunity to surge for illusion or whatever. Lemme know what your plan is Rav while we wait on fixing saithors confusion. Sorry I had to Bail on chat right as allt his was being discussed before le sigh.
Raveled Posted November 13, 2015 Posted November 13, 2015 Miras isn't going to do much besides fly into the craft. That'll be her turn, and even then she's going to be Fatigue'd next round.
angrydurf Posted November 13, 2015 Author Posted November 13, 2015 A double move gives you the speed you need to get into the craft so I don't think you'll be fatigued if you don't take a standard action? What are you expecting fatigue from?
Raveled Posted November 13, 2015 Posted November 13, 2015 I thought Miras needed to take a double move just to keep up with the train. If I can get into the VTOL with the double move, I'll do the Illusion then.
angrydurf Posted November 13, 2015 Author Posted November 13, 2015 Nah a double move will keep up and get her into the transport. I'll try and get this rolling this afternoon.
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