Supercape Posted April 12, 2016 Share Posted April 12, 2016 Would it be appropriate to enter by throwing a car or something at a thug? Link to comment
Thevshi Posted April 12, 2016 Author Share Posted April 12, 2016 Sure, if that is how you want to make an entrance By my calculation, Dr. Warp could throw an average sized car about 250 feet, plenty of distance. Right now the Ice Thug or Fire Thug are the two most viable targets, as they are not in melee. Link to comment
Supercape Posted April 12, 2016 Share Posted April 12, 2016 Mind if I resolve hit/miss and, if appropriatrate, knockback distance and target before posting ic ? Alternatively you could post effect and I'll post follow up entrance? I just had in mind his grand entrance I a car sailing through the air, then cut to the man Link to comment
Thevshi Posted April 12, 2016 Author Share Posted April 12, 2016 Sure, I think that a thrown car is more an area effect attack, so I will make a reflex save, which the thug misses. He gets a 20 for his toughness save, which is bruised and dazed, and there would be some knockback as well, 50 feet, but he only goes back about 15 before hitting a wall, which means a DC 20 toughness save for hitting a wall, which the thug makes. So, you hit him, hurt him and knock him into a wall, where he is dazed. (just need to know if it is fire or ice) Link to comment
Supercape Posted April 12, 2016 Share Posted April 12, 2016 Fire or ice? ...I feel a song coming on... Let's go for fire Link to comment
Thevshi Posted April 12, 2016 Author Share Posted April 12, 2016 Okay, the Lightning Thug is going to change targets to the guy who just threw a car, missing with a 15. Round Four25 Bonfire (unharmed, 1 HP)22 Eternal Dragon (bruised, 1 HP)21 Ice Thug (unharmed)14 Fire Thug (bruised, dazed)10 Dr. Warp (Unharmed, 1 HP)10 Lightning Thug (bruised 2) Back to Bonfire! Link to comment
olopi Posted April 12, 2016 Share Posted April 12, 2016 Feinting the Lightning Thug again, -5 for move action and he gets +1 since this is the second time i've done this 1d20 + 14 = 29 If it suceeds, using set up to transfer the surprise attack to whoever decides to attack him next! As a standart action, Area against the Fire Thug and if possible range wise one of the other two. DC 18 Reflex for anybody in the area! Link to comment
Thevshi Posted April 12, 2016 Author Share Posted April 12, 2016 Yeah, he cannot beat that, so he is set up for the next person (I assume ED). I will say you can catch both Fire and Ice in the area damage effect. Both miss their Reflex saves, so take full damage. The Fire thug gets a 8 on his toughness save, so it out. The Ice thug gets a 16, so is bruised and dazed. Eternal Dragon is up GO! Link to comment
geniusostrich Posted April 12, 2016 Share Posted April 12, 2016 Alright, let's try to land a hit on the Lightning Thug. 1d20+8=23 Alright, most likely a hit. So DC 27. Link to comment
Thevshi Posted April 12, 2016 Author Share Posted April 12, 2016 Yeah, that is a hit. He gets a 21, so another bruise and dazed. Plus a lot of knockback. I'll call it right into the wall where his fire friend was knocked to. He only gets a 15 on the second toughness save, so, another bruise! Link to comment
Thevshi Posted April 13, 2016 Author Share Posted April 13, 2016 Okay, with the Ice thug dazed, Dr. Warp is up Cape! Link to comment
Supercape Posted April 14, 2016 Share Posted April 14, 2016 Mainly for effect, stretching out to grab that piece of masonry, then swinging overhead to smash it on the Lightning Thugs head! Masonry on Lighting Thugs Head: 1d20+10 13 I am sure is a miss, but ill post something cool! Link to comment
Thevshi Posted April 14, 2016 Author Share Posted April 14, 2016 Okay, added some more stuff in the IC post. Round Five25 Bonfire (unharmed, 1 HP)22 Eternal Dragon (bruised, 1 HP)21 Ice Thug (bruised, dazed)10 Dr. Warp (Unharmed, 1 HP)10 Lightning Thug (bruised 4, dazed) Last Normal thugs (three) Okay, with the thugs all dazed, we are back to Bonfire! Link to comment
olopi Posted April 14, 2016 Share Posted April 14, 2016 And another Area Attack, aimed at the fleeing thugs! And again it's a DC18 for whoever gets caught in the area. Link to comment
Thevshi Posted April 14, 2016 Author Share Posted April 14, 2016 Okay, they all miss their Reflex saves and then also miss their toughness saves, so our out. Eternal Dragon is up GO! Link to comment
geniusostrich Posted April 14, 2016 Share Posted April 14, 2016 I'm just gonna try to get the Lightning Thug out once and for all. Eternal Dragon Claw on LT: 1d20+8= 25 DC 27 for the Lightning Thug. Link to comment
Thevshi Posted April 15, 2016 Author Share Posted April 15, 2016 He gets a 6 and is out cold. Link to comment
Supercape Posted April 15, 2016 Share Posted April 15, 2016 (edited) So I think the only remaining target is Ice Thug, and we need someone conscious for questioning! Grappling him. I doubt grapple rolls are needed! Doctor warp will look at the gauntlets though, with Microscopic Vision 4 and Knowledge (Physical Sciences / Technology) +20. Taking 10 for a 30 result. Edited April 15, 2016 by Supercape Link to comment
olopi Posted April 16, 2016 Share Posted April 16, 2016 I'm guessting this would be diplomacy, even if Bonfire is just bluffing for the most part. In case you think Bluff is more appropriate, it's on one rank less, so just reduce the bonus from 20 to 19. 1d20 + 20 = 25 These dice ... this is probably a bad idea, but I'm gonna spend a HP here, so I'm down to none. 1d20 + 20 = 25 (35 thanks to HP) Link to comment
Supercape Posted April 16, 2016 Share Posted April 16, 2016 I'm going to suggest Doctor Warp picking up the Eternal Dragon, and by stretching either placing him on the roof of the Van, or, if necessary, and we are feeling all dramatic and acrobatic sailing through the air, throwing him onto the Van! Thoughts and rolls? Link to comment
Thevshi Posted April 17, 2016 Author Share Posted April 17, 2016 Olopi, we will save that HP, as I was not really going to require a roll to get some info from this guy. Cape, sure, that sounds exciting to me. Right now the van is close enough that Dr. Warp could put Eternal Dragon onto the roof. We can call it an acrobatics check for Eternal Dragon to remain on the van after he is dropped off. Link to comment
geniusostrich Posted April 17, 2016 Share Posted April 17, 2016 I can probably make it too, so that's probably a good idea. I'll go ahead and make the check, just so it's ready. Acrobatics Check from ED: 1d20+16=17 And... I'm totally re-rolling that. HP for Acrobatics Check. 2nd Acrobatics Check from ED: 1d20+16=22 And these dice are not my friend today. Link to comment
Thevshi Posted April 18, 2016 Author Share Posted April 18, 2016 Sorry for the delay, will get a GM post up tonight. Link to comment
Thevshi Posted April 19, 2016 Author Share Posted April 19, 2016 Okay Cape, given all the things Dr. Warp is doing (helping interrogate the ice thug and dropping ED onto the van), I will say he doesn't have time to closely study the gauntlets at the moment. We can get to that later. GO, just so you know, when you use a HP to reroll, if the reroll is 10 or less, you get to add 10 to the roll, so you reroll is actually a 32! Let me know what you want ED to do now GO. Link to comment
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