olopi Posted September 14, 2017 Share Posted September 14, 2017 Jann will attempt to grapple the Leapfrogger: Attack: 1d20+12 23 Grapple: 1d20+18 25 Link to comment
Supercape Posted September 14, 2017 Author Share Posted September 14, 2017 Attack hits: Grapple ROll: 1d20+7 23 so Grappled but not pinned! Link to comment
olopi Posted September 14, 2017 Share Posted September 14, 2017 Good enough! Jann will use his move action to walk towards the building's edge, dragging the guy along behind him. Opposed Strength roll! Opposed Strength: 1d20+5 6 Well, so much for that. Will await response, but I'm pretty sure the Leapfrogger can top that. Link to comment
Supercape Posted September 14, 2017 Author Share Posted September 14, 2017 Opposed STR roll for drag: 1d20+2 20 yup! Link to comment
olopi Posted September 14, 2017 Share Posted September 14, 2017 Intimidate Roll: Intimidate: 1d20 3 Yeah, no comment. Link to comment
Supercape Posted September 15, 2017 Author Share Posted September 15, 2017 Ok he will automatically beat that! Round 5 22 - LF 2 Bruised x2 22 - LF 4 7 Bird of Arms So the Leapfrogger will try punching his way out of the grapple. Both he and BoA are flat footed so he stands a reasonable chance: Punches Bird of Arms: 1d20+5 22 that is a hit, and thius a Toughness 17 save. Link to comment
olopi Posted September 15, 2017 Share Posted September 15, 2017 Toughness Save: 1d20+6 19 He makes that! Link to comment
Supercape Posted September 15, 2017 Author Share Posted September 15, 2017 And Jann is up again! Link to comment
olopi Posted September 15, 2017 Share Posted September 15, 2017 Okay! Will try to drag him again, but this time, it's upwards. Opposed Strength still. Opposed Strength: 1d20+5 13 I'll actually spend a HP on this, since I can burn them for things that might be cool! Opposed Strength: 1d20+5 11 So that's a 21 and Jann's down to 1 HP! Link to comment
Supercape Posted September 15, 2017 Author Share Posted September 15, 2017 ok his STR is only +2 so as you burnt an HP I'm going to waive that and say you succeed. Link to comment
olopi Posted September 15, 2017 Share Posted September 15, 2017 Okay: Move Action to get out of the scaffolding and into the sky. Using the standard action as a second move action, which should hopefully be enough distance to get some heigth? Link to comment
Supercape Posted September 15, 2017 Author Share Posted September 15, 2017 It should indeed. Could you throw me a notice roll with that? Its an easy spot in principle but given the distance now, its a -10 penalty. (DC 10 but with that penalty) Link to comment
olopi Posted September 15, 2017 Share Posted September 15, 2017 Notice: 1d20 11 Add 9 to that since the malus is only -1, so it's 20 in total! Link to comment
olopi Posted September 15, 2017 Share Posted September 15, 2017 Spending both Actions as Move Actions. Carrying Capacity is 233lbs. for light load, so depending on the Leapfrogger's weight Jann's either moving 25 MPH or 19 MPH. He'll try to stay high up in the air and follow the pickup in such a way he can always see it, even if he can't really keep up with it. Link to comment
Supercape Posted September 15, 2017 Author Share Posted September 15, 2017 Thats fine. Ill make a few rolls DC 15 Drive DC 10 Notice to see what happens below: Doo de doo doo: 2#1d20 12 14 The car crashes a little doing a turn, slowing it down slightly but also giving the pick up truck 1 bruise The Leapfogger on the back spots Jann above. At this point, I will say 200' Away plus your call in height (I would say 50'?) Its too far for a firecracker to be thrown but Jann is noticed. Link to comment
Supercape Posted September 15, 2017 Author Share Posted September 15, 2017 ok lets have that poison gas poison effect kick in: Another Fatigue 5 effect! Link to comment
olopi Posted September 15, 2017 Share Posted September 15, 2017 Fort: 1d20+10 21 Yay! Remind me again, does this do anything to his current state? Link to comment
Supercape Posted September 15, 2017 Author Share Posted September 15, 2017 No its just a kick in of the "Poison" extra, meaning 10 rounds (i.e. about now) you have to make another save. the Fatigue itself wont recover without an hours rest or an HP. (Which is why the Fatigue attack is good; the actual status is less effective than Nauseate/Paralyse/Daze/Stun but those can get shaken off in a round or two...) Link to comment
olopi Posted September 15, 2017 Share Posted September 15, 2017 Grabbing one of the thief's firecrackers and attempting to throw it. Should just about be within max range for a thrown object at Strength 5. This means he's only using one action to move this turn, but he's also activated his boosters, which mean he'll be travelling at speed 4 for his move action the next turn. Range Increment is 50, and saying the distance is 200, that would be a +4: If you feel the distance is further, feel free to further penalize that roll! Throw: 1d20+4 22 Attempting to hit the front of the car, possibly the fire to get some additional effects! Link to comment
Supercape Posted September 15, 2017 Author Share Posted September 15, 2017 (edited) I think that works. The firecracker will explode and lets call that its normal dazzle 5 effect. Reflex Save vs Firecracker Dazzle: 1d20+4 23 its a funktastic roll! And I will award an HP for the complication of an incoming change. I think that makes Jann Fatigued and 2 HP? Edited September 15, 2017 by Supercape Link to comment
Supercape Posted September 16, 2017 Author Share Posted September 16, 2017 So I am guessing Jann is activating the booster Jets on his flight suit - which works fine but will exhaust the jets on this time scale? (incidentally UP says triggered only on instant duration powers so I am not sure how that works with flight, but I'm not letting that slow down the action! ) Is the above ok with you? Link to comment
olopi Posted September 16, 2017 Share Posted September 16, 2017 Essentially, what the jets do is 1 turn after he activates them (which he did the previous) his flight-move action is rank 4 As for the acrobatics, as discussed in chat: Acrobatics: 1d20+20 22 Link to comment
olopi Posted September 16, 2017 Share Posted September 16, 2017 Okay, as discussed, I'll stunt up a Flight as a "dive downwards and pull up for additional speed" maneuver (no, I don't know the proper name). Stunting off of the Flight Array [2PP], for: Flight 4 (Drawback: Drawback: Power Loss (When wings are restrained, Does not work in water); Flaws: Distracting) Essentially just a reskin of the AP he already has, exchanging the Flaw to indicate the fact he can't move his wings without losing speed, thus losing his dodge. That also brings him back down to 1 HP! Link to comment
Supercape Posted September 16, 2017 Author Share Posted September 16, 2017 (edited) Ok time for another driver roll as he tries to brake in front of the prop plane. Breaks Pick Up Truck hard: 1d20+4 12 Thats enough to slam safely. Both the Pick up truck and the Plane take an injury but are otherwise unharmed. Now is a good time to restart initiative, I think. Initiative: 3#1d20 17 18 11 again lazy of me but adding in the initiatives: 24 Final Leap Frogger 22 Driver? 11 Pilot (out of view) By the way, Jann will have kept pace but not gained. He still has a Leapfrogger in his arms (which must be tired!) and is 100' away. Probably no more than 20' high now? Edited September 16, 2017 by Supercape Link to comment
olopi Posted September 16, 2017 Share Posted September 16, 2017 Initiative: 1d20+6 16 Link to comment
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