angrydurf Posted June 1, 2017 Posted June 1, 2017 The IC! Notice or sense motive say DC 15 for the robbers gettin ready to rob. Ace'll get an HP for his distraction.
angrydurf Posted June 2, 2017 Author Posted June 2, 2017 Aces initiative is: 9 Thugs go on: 13 and have readied actions to shoot anyone who takes aggressive action.
alderwitch Posted June 2, 2017 Posted June 2, 2017 Blargh, I can see I'm going to be rolling aces this thread: 6 I'll post my zero round then.
angrydurf Posted June 2, 2017 Author Posted June 2, 2017 Thugs in the back begin cracking the vault on 13. There is one in melee range of Ray trying to take his money bag, The leader less than a move action away Aiming at Ray and two on opposite sides of the room aimed at Ace and the last of them is covering the tellers though from an angle that gives him poor coverage of the rest of the room. (aiming here meaning a readied action to fire at the target if anyone takes hostile action." Ace will use distract on the leader for a DC 35 bluff he can't beat and so is dazed for the round ( No actions retains dodge bonus to Def) This does not count as hostile action so no readied actions go off. Ray is up.
alderwitch Posted June 2, 2017 Posted June 2, 2017 Ray will use his array, switching to 'Creation' to make protection for the hostages out of his magical tattoo array! That's a create object:10 with continuous.
angrydurf Posted June 4, 2017 Author Posted June 4, 2017 Leader is distracted and gets no actions. Two who were aimed at Ace will fire on him both rolling 18 to miss. The one nearest Ray will cram the money bag into his duffel and draw his weapon as he backs away. The thug nearest the tellers will reposition and shoot at Ray for a 21, for a DC 19 toughness save. ((Edit rolls for thug one and twos ready actions, 12, and 25)) Ace makes one DC 19 toughness save gets 26. Ace will attack the thug that just grabbed hte money and drew his gun, with a 15, HP to reroll, 20 becomes 22 with HP, he gets a 9 and is KO'd. Need a DC 19 toughness from Ray and he's up.
alderwitch Posted June 4, 2017 Posted June 4, 2017 Ray will switch his array to his blast and try to hit the one that shot him: 13 Pretty sure that;s a miss.
angrydurf Posted June 9, 2017 Author Posted June 9, 2017 Same thug will fire on Ray again, the leader and the other two will open up on Ace. Attack on Ray is a 19 a miss. Attacks on Ace are: 10, 9, 11 All misses. Ace will set his Interesting times VP to: Deflect 10 (Friendly Fire Isn't; affects fast projectiles; Extras: Reflection, Redirection; Flaws: requires check (bluff), distracting; Power Feats: subtle; Drawbacks: Requires lines of fire to redirect(can't directly reflect only hit another target in a reasonable line of fire) -1) [10pp] His bluff is sufficient to make the check with skill mastery and he'll take a full round action to not take minuses for more than one attack. The thieves on the vault have breached hte door this round and can begin grabbing cash (that was fast even by movie standards)
alderwitch Posted June 12, 2017 Posted June 12, 2017 Letsee if I can finally hit something! Attack Roll: 16 Ugh, I hate Orokos so much.
alderwitch Posted June 12, 2017 Posted June 12, 2017 Sure, we'll use the last HP for a re-roll just so something FINALLY hits. 27 Its autofire so DC 29 TOU
angrydurf Posted June 15, 2017 Author Posted June 15, 2017 That'll take that thug out as I mentioned. Leader and two remaining thugs in the lobby will fire on Ace and get a 12, 17, 20 Ace rolls deflect for 13, 14, 25 and he'll HP the one that doesn't deflect which is a minimum of 20 so all will deflect. Thieves in the back take a move action to fill thier bags more then a move to run for it getting about halfway through the lobby. They'll be through the door on their next action.
angrydurf Posted June 15, 2017 Author Posted June 15, 2017 Ray is up and you can have your HP back as I realized these are minions, you can take ten to hit them.
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