olopi Posted August 25, 2016 Share Posted August 25, 2016 OOC for this Ex and Az, we've discussed some plans for our PCs already, so you two know what to do! As for EP: I guess go and have Naomi investigate what's going on, and then we can have her and the group meet up and then plunge them into the action! Link to comment
EternalPhoenix Posted August 25, 2016 Share Posted August 25, 2016 And here's another follow post. Link to comment
olopi Posted August 25, 2016 Author Share Posted August 25, 2016 Okay, PMs aren't working for me right now, so I'll just do it this way: @Exaccus, @Azuth65, as EP's already seen it no tag there Link to comment
Exaccus Posted August 25, 2016 Share Posted August 25, 2016 ok so after having discussed it in chat here is a generic energy allocation for an energy form. If course this is totally up to Olopi to decide and i welcome feedback. Spoiler Energy Mimicry (Power Setting) (Powers: Blast 6, Flight 1, Force Field 4, Insubstantial 3) Blast 6 (DC 21; Distracting; Accurate 2 (+4))(9pp) Damage 8 (Alternate; DC 23) Flight 1 (Speed: 10 mph, 88 ft./rnd) (2pp) Force Field 4 (+4 Toughness) (4pp) Insubstantial 3 (Electricity) (15pp) Link to comment
Azuth65 Posted August 30, 2016 Share Posted August 30, 2016 Stealth check 1d20+11=13 Notice check 1d20+10=20 Link to comment
olopi Posted August 31, 2016 Author Share Posted August 31, 2016 And now it's probably time to roll initiative! The three flying in can take the surprise round to move closer/do a ranged attack from some distance. The group hasn't noticed the three people flying in yet, their focus is on Outlaw. The fliers can all reach close range with one movement, all of them have enough speed to do so. As for the enemies: Skater-Guy Costumed Guy The girl that spoke One guy stnading in the background, spoke up in light blue, wearing a costume Anotehr girl, no costume, a bit less tall than the others Link to comment
Quinn Posted August 31, 2016 Share Posted August 31, 2016 Our boy Jake's gonna stay reeeeeal calm, folks. He's gonna first try and talk 'em down with a little hard tone in that there voice. http://orokos.com/roll/432279 - 25 on a Mass Intimidate (Demoralize). Second, Initiative! http://orokos.com/roll/432281 - that's a 15 on Init. Good to go, Olo! Link to comment
olopi Posted August 31, 2016 Author Share Posted August 31, 2016 Okay, let's do the NPCs initative, to come into effect once combat starts properly! Null: 22 Simulacrum: 18 Dan Howard: 14 Desperada: 13 BeatBro: 6 Link to comment
EternalPhoenix Posted September 1, 2016 Share Posted September 1, 2016 http://orokos.com/roll/432533 - that's a 20 on Init for Waverider. Rolled a 19, of all things. Link to comment
Azuth65 Posted September 2, 2016 Share Posted September 2, 2016 One init roll, [url=http://orokos.com/roll/433042]1d20+7=15[/url]. I'll accept it. Link to comment
olopi Posted September 2, 2016 Author Share Posted September 2, 2016 (edited) Jann decides to be a speedster: 1d20 + 10 = 29 Various people being intimidated: Dan Howard, Skater: 1d20+6 = 18 Simulacrum: 1d20 + 6 = 20 BeatBro: 1d20 + 4 = 9 So, we're at the following: 29 - Bird Of Arms | 3 HP | Unharmed | Surprise Round 22 - Null | Unharmed 20 - Waverider | 1 HP | Unharmed 18 - Simulacrum | Unharmed, Shaken 15 - Outlaw | 3 HP | Unharmed 15 - Gauss | 3 HP | Unharmed | Surprise Round 14 - Facsimile | 1 HP | Unharmed | Surprise Round 14 - Dan Howard | Unharmed, Shaken 13 - Desperada | Unharmed 06 - BeatBro | Unharmed, Shaken Jann will delay until after the other two, so Gauss is up! Edited September 8, 2016 by olopi Link to comment
Azuth65 Posted September 8, 2016 Share Posted September 8, 2016 1d20+7=17 Going to direct that at the one closest to Wave and Outlaw. Link to comment
olopi Posted September 8, 2016 Author Share Posted September 8, 2016 That's Skaterboy, and that just manages to hit! Toughness: 1d20 + 7 = 22 He just about succeeds, with a fairly lucky roll! Facsimile is up! Link to comment
Exaccus Posted September 8, 2016 Share Posted September 8, 2016 Facsimile will level his hand and letr loose a lightning bolt at Beatbro! All-Out Power attacking! 1d20+8=12 ah phooey. Link to comment
olopi Posted September 8, 2016 Author Share Posted September 8, 2016 Yeah, that's gonna miss even with flat-footed Link to comment
olopi Posted September 20, 2016 Author Share Posted September 20, 2016 Looks like Azuth has a lot going on right now, so @Exaccus, feel free to post! Az, if you find time to post, go ahead and post Gauss's attack anyways, we'll be able to restore the narrative order afterwards! Link to comment
olopi Posted September 21, 2016 Author Share Posted September 21, 2016 Jann is gonna stunt a power on his device (is that rules-legal? who cares, it's fun ) He's gonna use the fireworks, for a : Damage 7 (Extras: Area 7 (Burst), Range (Ranged), Secondary Effect ; Flaws: Action (Full Action), Unreliable (5 Uses) ) (explosion) 14/17 PP Which he will proceed to use immediately! Reflex saves: BeatBro: 1d20 + 4 = 8 Simulacrum: 1d20 + 7 = 19 1d20 + 10 = 15 So, Simulacrum dodges, the others are hit! Saves: BeatBro: 1d20 + 7 = 22 Null: 1d20 + 10 = 20 Neither of them gets damaged! But, next turn, the fireworks will go off again unless they step away! Link to comment
olopi Posted September 21, 2016 Author Share Posted September 21, 2016 (edited) As for Null: He'll attack Jann. It's a subtle attack and Jann has no idea, so I'll have it be an automatic hit (it's my character, I can do that :P) Jann's Save: 1d20 + 7 = 17 vs 25 That means Jann takes a Stunned + Bruised. He's currently flying, so that'll also make him tumble downwards, not enough to hit the ground just yet, but who knows if he'll recover by himself? 29 - Bird Of Arms | 2 HP | Stunned, Bruised 1, Falling 22 - Null | Unharmed 20 - Waverider | 1 HP | Unharmed 18 - Simulacrum | Unharmed, Shaken 15 - Outlaw | 3 HP | Unharmed 15 - Gauss | 3 HP | Unharmed 14 - Facsimile | 1 HP | Unharmed 14 - Dan Howard | Unharmed, Shaken 13 - Desperada | Unharmed 06 - BeatBro | Unharmed, Shaken Waverider's up! Edited September 21, 2016 by olopi Link to comment
EternalPhoenix Posted September 24, 2016 Share Posted September 24, 2016 Whipping out the Dazzle. DC 16 Reflex for half, DC 16 Reflex to avoid being deafened, and in the future, DC 16 Fort to recover from the deafening. Waverider has Selective Attack, so only the enemy has to worry about being deafened. Burst area 30 ft radius should be enough to catch all of the foes. Link to comment
olopi Posted September 24, 2016 Author Share Posted September 24, 2016 (edited) Okay, first batch of Reflex saves: Dan Howard, Skater: 1d20 + 5 = 20 Null: 1d20 + 10 = 20 Desperada: 1d20 + 5 = 15 Simulacrum: 1d20 + 6 = 13 BeatBro: Immune Second Batch, 13 for the guys, 16 for ^the gals. (This wasn't planned, I swear!) Dan : 1d20 + 5 = 7 Null: 1d20 + 10 = 15 Desperada: 1d20 + 5 = 12 Simulcarum: 1d20 + 6 = 22 I actually missed the shaken modifier (gosh, I really should check what I roll beforehands), but it doesn't matter in any of the cases -- I also realiezd I had missed on of Jann's turns (only did the surprise one), so he'll simply have delayed until after Facsimile, and will act there (or not, as he's stunned) Okay, so: 29 - Bird Of Arms | 2 HP | Stunned, Bruised 1, Falling 22 - Null | Unharmed, Deafened 20 - Waverider | 1 HP | Unharmed 18 - Simulacrum | Unharmed, Shaken 15 - Outlaw | 3 HP | Unharmed 15 - Gauss | 3 HP | Unharmed 14 - Facsimile | 1 HP | Unharmed 14 - Dan Howard | Unharmed, Shaken, Deafened 13 - Desperada | Unharmed, Deafened 06 - BeatBro | Unharmed, Shaken Edited September 24, 2016 by olopi Link to comment
olopi Posted October 6, 2016 Author Share Posted October 6, 2016 Simulacrum jumps towards Waverider, and attempts to hit her with a fist made of wood! 1d20 + 5 = 14 And promptly misses! Outlaw's Turn! Link to comment
Quinn Posted October 12, 2016 Share Posted October 12, 2016 As Null is the one what talked and it looks as if some dirty business is at the crossroads... Standard Action: Accurate Attack! (+5 Attack/-5 Damage) Base Power: Blast 12 (Feats: Variable Descriptor, Extras: Autofire) [37PP] (Fire/Entropy) (Fire Bolts/Punches) Results 1d20+13: 23 [1d20=10] - DC 22 base damage, +1 for every 2 that's over his Defense. Olo says Defense is 20, so a single +1 - roll DC 23 Toughness for Null. Move Action: Spending a Hero Point to stunt the Feat Move-By Action. I then kick in Flight and move up to Jann to catch him! And that's my round. Link to comment
olopi Posted October 12, 2016 Author Share Posted October 12, 2016 1d20 + 10 = 23 Null shrugs it off! Link to comment
olopi Posted October 22, 2016 Author Share Posted October 22, 2016 (edited) Okay, Azuth hasn't logged on in a while, so let's just have Selena shoot at Null too: 1d20 + 7 = 9 She misses So, @Exaccus , you're up! No need to wait for me to post an IC. Sorry for the delay! Edited October 22, 2016 by olopi Link to comment
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