Supercape Posted October 3, 2017 Author Posted October 3, 2017 Could you throw me a CHA roll for that? DC 5 THey don't panic / open fire, but they will attempt to arrest DC 10 They don't buy it, wont arrest you but will follow you to verify your story. DC 15 They buy it, waive you on.
EviscerusNox Posted October 3, 2017 Posted October 3, 2017 (edited) Diplomacy Check: 1d20+2 13 Edited October 3, 2017 by EviscerusNox
EviscerusNox Posted October 10, 2017 Posted October 10, 2017 ok so let's try a stealth roll stealth roll: 1d20+10 14 Spitfire's really tired... yeah that's the ticket
olopi Posted October 10, 2017 Posted October 10, 2017 Stealth: 1d20+16 36 ...The dice are screwing with me recently.
Supercape Posted October 10, 2017 Author Posted October 10, 2017 Notice Stealth: 1d20+4 9 I am also proactively awarding an HP each for a ruckus in a hospital, with the understanding that there will be a lot of crap hurled around! Bird of Arms - 4 HP - Staggered Spit Fire - 2 HP - Staggered
EviscerusNox Posted October 10, 2017 Posted October 10, 2017 Alright, to try and continue with the catching them off guard, going to blind these guys using "Fireblind" So Dazzle 11 burst area. Gonna try and tell Jann to cover his eyes. Here's the reflex save for Max Reflex save: 1d20+10 12 Gonna blow an HP I guess Reflex save: 1d20+10 15 Orokos hates me today, but that's a 25 so that'll keep aaand he's immune to fire effects so this is all a moot point and doesn't matter! Yay!
Supercape Posted October 10, 2017 Author Posted October 10, 2017 ok so you dont need to make those rolls with immunity to all fire effects! Jann will need to make a Reflex Save however (DC 21). Ill give him a +5 situational bonus as he has the "heads up". Pretty much nobody bystanding (including our favourite cops) can make that save so I will rule they are all visually dazzled. The Chain Sores might be another matter. Of course, you don't know how many there are around the hospital etc but Ill say that five are hit by that. Reflex vs Dazzle: 5#1d20+2 13 6 17 20 14 all are dazzled. Jann can make one action in surprise round, but we best roll for initiative the next... Initiative: 1d20 6
olopi Posted October 10, 2017 Posted October 10, 2017 Reflex Save: 1d20+17 26 He surprisingly enough makes it! As discussed in chat, time for a power stunt! AP: Damage 5 (Extras: Range (Ranged), Area (Targeted Area); Feats: Accurate) [16/16PP] Power attacking for 3 Attack: 1d20+12 22 If that hits, that's a DC 23! Initiative: 1d20+8 9
Supercape Posted October 10, 2017 Author Posted October 10, 2017 As per chat, that will hit three, and Tough Save vs Teddy Bear: 3#1d20+5 9 16 10 knock them all out. Round 1 16 Spit Fire - 2 HP - Staggered 9 Bird of Arms - 4 HP - Staggered 6 Chain Sores So there are two CS in view; amidst a pile of blinded people running this way and that. On that subject, for a few rounds, you need to make a reflex save DC 5 to avoid getting someone run into you (effectively a trip 0 attack) and stop you moving that round. Its a 50% move penalty even so, unless you can make a DC 10 on that reflex by dodging and weaving. The CS are about twenty five feet away. However, remember you are staggered!
EviscerusNox Posted October 10, 2017 Posted October 10, 2017 (edited) ok Going to use the Suffocate power on one of these guys, assuming minions taking 10 to hit DC 21 Fortitude save vs the effect Reflex save: 1d20+10 28 reflex save for the round Edited October 10, 2017 by EviscerusNox
Supercape Posted October 10, 2017 Author Posted October 10, 2017 Fort Save vs Suffocate: 1d20+6 23 the luck runs out!
olopi Posted October 10, 2017 Posted October 10, 2017 At this point Jann will just continue throwing things, as he doesn't want to get chained! He gets a Reflex of 12, so he can probably pass the save without issues? Same action as before, with the same tradeoff, but taking 10 this time around.
Supercape Posted October 10, 2017 Author Posted October 10, 2017 ok, so another tough 20 roll for both CS Tough save vs teddy bear: 2#1d20 8 12 ok I forgot to add in their tough bonus of +% but stilll, they are both knocked out. Dropping out of combat for now, although we are still in narrative "fast time", no resting!
Supercape Posted October 16, 2017 Author Posted October 16, 2017 ok that is crazy and entertaining enough to earn an HP. To resolve this could you roll acrobatics DC 10 to make it out of the car [and take a Damage 0 effect doing so, so TOughness 15 save] DC 20 to do it well enough to also attack Flare. [Toughness 15 save again] DC 30 to avoid taking damage whilst you do. If you do it well enough to roll an attack, please also do that but ill put up a -2 penalty for generally being super difficult manuever.
olopi Posted October 16, 2017 Posted October 16, 2017 Acrobatics: 1d20+20 35 Well, that just happened. Attack roll: Attack: 1d20+11 14 less amazing, and the scene's pretty cool, so let's spend a HP to apply a coolness reroll Attack: 1d20+11 19 So that'll be 29 which should be enough
EviscerusNox Posted October 16, 2017 Posted October 16, 2017 ini: 1d20+3 20 here's an acro check to avoid eating asphalt Acrobatics check: 1d20+15 28 golden!
Supercape Posted October 16, 2017 Author Posted October 16, 2017 ok, so first off, a toughness save for Flare: Toughness Save vs Bird of Arms heroic charge: 1d20+4 20 so Flare is bruised. Initiative Roll: 1d20+16 17 Round 1! 20 Spitfire, Staggered, 2 HP 17 - Flare, Bruised 12- Bird of Arms, 4 HP Bird of Arms and Flare and 25' from her motocycle. Spitfite is a further 25' away next to a half - wrecked (but for the sake of fun, just injured and still functional) police car!
EviscerusNox Posted October 16, 2017 Posted October 16, 2017 ok so charging the bike! Power attacking as well on the Corrosion 11 to make it Corrosion 16! Pow Attacked charge of Flare's bike: 1d20+6 22 That'll hit I assume so it's Drain Toughness 16 and Damage 16
Supercape Posted October 16, 2017 Author Posted October 16, 2017 I'm not sure it can make that, so I am just going to say its toast.
Supercape Posted October 16, 2017 Author Posted October 16, 2017 (edited) And in response, Flare will back off into the Casino as a move action, and fire at Bird of Arms as a move action Fires at Bird of Arms: 1d20+12 24 I think that is a hit, and thus a Dazzle 6 [Reflex DC 16] and Damage 6 [Toughness DC 21] Save for Bird of Arms. And then Bird of Arms is up. You may also make a notice roll (DC 10) to hear that Flare's dropped mobile still has somebody at the end of it. DC 20 To make out the details (Ill put it up in IC, prefer to be transparent about this and trust you wont metagame! ) Spitfire can make the same rolls at -5 penalty for distance. Edited October 16, 2017 by Supercape
olopi Posted October 16, 2017 Posted October 16, 2017 Reflex Save: 1d20+12 16 Toughness Save: 1d20+7 23 Notice: 1d20+10 30 wow, rolling a lot of 20s in this thread. Since he's also staggered I imagine he won't be able to keep up, so he'll throw the quarterstaff he was carrying Attack: 1d20+13 17 egh.
Supercape Posted October 16, 2017 Author Posted October 16, 2017 That will miss (Def 12) Round 2! 20 Spitfire, Staggered, 2 HP 17 - Flare, Bruised 12- Bird of Arms, 4 HP 10 - The Plebs. Flare is at the entrance to the casino, so 20' away. We are getting bystanders and a couple of security guys in the mix, Ill give them an Init of 10.
EviscerusNox Posted October 20, 2017 Posted October 20, 2017 Notice at -5: 1d20+5 22 that's for hearing the phone So you tell me if this flies, I was thinking maybe Max sticks his hand in the moltem metal of the bike so next time he goes to punch somebody his hand is encased in metal (effectively adding a rank of damage to his strength damage) I figure that's worth an action
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