Raveled Posted July 22, 2016 Author Share Posted July 22, 2016 Kit will go first! 23 --- Kit --- Uninjured --- HPx2 18 --- Dinosaur --- Uninjured --- GM 17 --- Blue Jay --- Uninjured --- HPx2 17 --- Cultist --- Uninjured --- Mook 17 --- Cultist --- Uninjured --- Mook 17 --- Cultist --- Uninjured --- Mook Link to comment
Blue Rose Posted July 22, 2016 Share Posted July 22, 2016 To hit: Attack: 1d20+12 22 Disable Device: 1d20+10 14. Oof. Disable Device, HP reroll: 1d20+10 27 Link to comment
Raveled Posted July 22, 2016 Author Share Posted July 22, 2016 That will hit the dino and burn out the radio reciever. Link to comment
Raveled Posted July 22, 2016 Author Share Posted July 22, 2016 Okay, the dino is no longer under MC and pulls back because it's not hungry, so why attack? Tona is pissed though and is going to attack it. Results 1d20+15: 33 [1d20=18] That's a crit! DC... I think Jay's table is messed up, but it would be DC 24 + full autofire + crit, so DC 34 Toughness from the dinosaur. Results 1d20+8: 24 [1d20=16] And the dino's down The Cultists are going to spend their turns spraying bullets down range. They Take 10 on attack and don't hit anything much! 23 --- Kit --- Uninjured --- HPx1 18 --- Dinosaur --- Unconscious --- GM 17 --- Blue Jay --- Uninjured --- HPx2 17 --- Cultist --- Uninjured --- Mook 17 --- Cultist --- Uninjured --- Mook 17 --- Cultist --- Uninjured --- Mook Kit's up again! Link to comment
Blue Rose Posted July 23, 2016 Share Posted July 23, 2016 Blasting a random mook, after Sam's done being dumbfounded. Attack: 1d20+12 27 DC17 Toughness to resist. Link to comment
Raveled Posted July 23, 2016 Author Share Posted July 23, 2016 Mook goes down. Make a post. Link to comment
Raveled Posted July 23, 2016 Author Share Posted July 23, 2016 Blue Jay leans out of cover and fires a quick volley at a mook. Since it's a mook she can take 10 on Attack and hit it with full Autofire. He takes 10 on his Toughness check and still goes down. The last Mook will stand up and threaten the civvies. She'd making a Ready action to shoot them if the heroes reappear! 23 --- Kit --- Uninjured --- HPx1 18 --- Dinosaur --- Unconscious --- GM 17 --- Blue Jay --- Uninjured --- HPx2 17 --- Cultist --- Uninjured --- Mook Link to comment
Raveled Posted July 23, 2016 Author Share Posted July 23, 2016 (edited) Double post. Edited July 23, 2016 by Raveled Link to comment
Blue Rose Posted July 23, 2016 Share Posted July 23, 2016 Morph to be that first goon. The save DC is just if I want to forcibly disguise someone else; it's not relevant here. Bluffing, and taking 10 with skill mastery, for 23. Link to comment
Raveled Posted July 23, 2016 Author Share Posted July 23, 2016 The Mook will take 10 on her save, so she doesn't see through that. Link to comment
Blue Rose Posted July 28, 2016 Share Posted July 28, 2016 Using mind suppression. DC17 stun, resisted by both reflex and will. Link to comment
Raveled Posted July 28, 2016 Author Share Posted July 28, 2016 Reflex save: Results 1d20+3: 6 [1d20=3] So against the full Will DC. Will save: Results 1d20: 11 [1d20=11] She is stunned. -2 to all Defense, and can only take reactions. Link to comment
Blue Rose Posted September 7, 2016 Share Posted September 7, 2016 Hope I didn't keep going too far with that last post. Also, Kit's teleportation does have the "easy" modifier now, even if Tona still isn't a fan. And short hops generally aren't as disorienting. Link to comment
Blue Rose Posted September 10, 2016 Share Posted September 10, 2016 Hm... Are there any shadows in that room that Sam could 'port to? I'm thinking warp in and disable one or both of the mind control devices on the creatures. Link to comment
Raveled Posted September 10, 2016 Author Share Posted September 10, 2016 (edited) No, the room's pretty well lit up. Edited September 10, 2016 by Raveled Link to comment
Blue Rose Posted October 9, 2016 Share Posted October 9, 2016 I think this is a time for some dice. I'm thinking Sam and Tona do sneak versus dodge. If they pass, surprise round; we go forward with the plan, with Sam trying to disarm a mind control doohickey and Tona grappling the guy, and go on to initiative where hopefully Sam can emotion control before the disarmed dino can attack. Taking 10 on Stealth, for 27. Assuming that passes, attack to hit and disable device to... well... disable device. Attack: 1d20+12 22 Disable Device: 1d20+10 23 Willing to pop an HP if needed. Link to comment
Raveled Posted October 9, 2016 Author Share Posted October 9, 2016 There won't be an attack roll because the dinos are just sitting there, but I am going to need two Disable Device rolls, one for each dino. Link to comment
Blue Rose Posted October 9, 2016 Share Posted October 9, 2016 Disable Device: 1d20+10 28 Link to comment
Blue Rose Posted October 30, 2016 Share Posted October 30, 2016 Standing by for results of the disable device rolls before I can post. Link to comment
Recommended Posts