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Supercape

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Thats good for me. 

 

So Flare:

 

Firstly, the blast she fired at Bird of Arms has the secondary effect modifier, meaning he must make another save vs Damage 6 and Dazzle 6 (Tough 21 and Reflex 16 respectively). 

 

As a move action she will fire a flare cloud into the security guards creating the same havoc as the hospital, and then move another 30'. 

 

Note that the flare burst noted above is a cloud extra, which means anyone walking into it (it covers the entrance to the casino) takes a Dazzle 9 effect, which I shall wave as affecting them all. It does not obscure sight however. 

 

Bird of Arms is up. 

 

 

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So Flare will reach the door of the Casino restaurant (a shabby trying to be high class affair), and create a distraction. Jann will of course be able to fly over the people and the coins, but Spitfire would have to make a DC 15 Acrobatics check to do something cool (of your choosing, such as vaulting over the machines) to get over the people and the coins. 

 

The sprinkler system will reduce fire effects by 1 rank whilst active (in the entire Casino including Restaurant), and the cloud area will be reduced to instant. 

 

And with that, Jann is up!

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Initiative: 1d20+5 13 for ?

 

Round 4!

 

20 Spitfire, Staggered, 2 HP

17 - Flare, Bruised

13 - ? woman 100' away in air. 

12- Bird of Arms, Bruised, 4 HP in the air

10 - The Plebs. 

 

Spitfire is up again, about 30' from Flare, but note above

 

So Flare will reach the door of the Casino restaurant (a shabby trying to be high class affair), and create a distraction. Jann will of course be able to fly over the people and the coins, but Spitfire would have to make a DC 15 Acrobatics check to do something cool (of your choosing, such as vaulting over the machines) to get over the people and the coins. 

 

Of course any other options you can think of, go for it!

 

Also the sprinkler system is still active so everyone is wet, and -1 to fire effects. 

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ok so acrobatics to vault the coin machines

 

Acrobatics check: 1d20+15 35

 

That was a waste of a 20!  Well I got to right something suitable epic like a triple backflip and running on walls or something.

 

Going to try and find something to super cool the wet floor in the kitchen, like a tank of liquid nitrogen, and blow that up, try and trip up the girl

 

I'll use an HP to surge if necessary to set that off this round.

 

 

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  • 3 weeks later...

Ignore last erroneous post! I believe Nox is back now, so reactivating Gun Run!

 

As trip is so awful, and the stunt so cool, and you are spending an HP, I am going to handwave that. Flare is caught by surprise, and falls over, and Max is prepared, and does not. 

 

Flare, for her action, will throw a knife at Spitfire. 

 

Fires Flare at Spitfire: 1d20+12 29

 

I think that hits, but it is only a toughness 17 DC save (although it is lethal damage). 

 

Let me know if you want a reaction post to that (it would seem appropriate having eaten a knife). 

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Makes Spitfire Bruised and Injured (and staggered)

 

We move onto Snowbird, the partner of Flare, who swoops in and lands at the entrance, and it starts raining pretty snow. 

 

This snow now causes partial visual concealment outside the casino. 

 

And then, Bird of Arms is up. 

Edited by Supercape
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Okay! Just a basic attack:

Damage 0 ( Extras: Autofire 7; Penetrating 4 ; Feats: Mighty, Extended Reach 1 (10ft), Improved Critical 2, Precise 

 

Well then:

Attack: 1d20+13 28

 

That should hit? Autofire, so DC22 + potentially the modifier

 

Nevermind, he's staggered. So just dropping downwards.

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Even with Blind Fight there is still a 10% concealment miss chance! (19-20)

 

Concealment miss chance: 1d20 12 miss

 

toughness: 1d20+10 18 the DC is +4 from autofire, so a DC of 26. This makes her bruised and stunned, and also knocked back 7-2 = 10 feet. Not too significant (but still!)

 

Round 5!

 

20 Spitfire, Staggered, Bruised, Injured, 2 HP

17 - Flare, Bruised

13 - Snowbird, 10' from BoA, Dazed, Bruised

12- Bird of Arms, Staggered, Bruised, 4 HP

10 - The Plebs. 

 

Spitfire is up. 

Edited by Supercape
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Ok so now that the lady is on her behind, i'm hoping this might work:  Spitfire isn't particularly strong, but I'm hoping there's something heavy he can drop on her to sort of pin her in place, maybe like a fridge?  I figure he could melt the legs out from underneath it to topple on her?  If that's a possibility let me know, I would also spend an HP if necessary to perform something like that.

Edited by EviscerusNox
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That's entirely suitable, as its a kitchen. Ill leave the precise nature of that to you. 

 

I'm going to ask for something a little peculiar for that though, a power vs DEX opposed roll to get it to work. Ill also give her a reflex save to avoid being pinned (as opposed to just held in place by a leg or something). For the opposed roll, Flare gets: opposed roll vs Spitfire: 1d20+4 5 so basically it works. Ill give her a DC 15 Reflex to avoid becoming pinned: Reflex save vs fridge: 1d20+10 24 

 

So you can collapse something on her and it will pin a foot / leg: immobilising her but she can still act. 

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Ok so again a bit hand wavey, but Flare has a STR of 12 and I will say if she uses extra effort she will be able to push the refridgerator off her. 

 

For reference that makes Flare fatigued

 

With her move action she will rearm herself with a kitchen knife. 

 

Snowbird is dazed this round, so it is back to BoA

 

 

Edited by Supercape
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Alright! Since he's still staggered he can't really do anything fancy, so he'll just attack once again, this time going for a:

 

Stun 7  ( Extra: linked to Damage ) + Damage 0 ( Feat: Mighty, Precise; Extra: Linked to Stun  

Attack: 1d20+13 14

...

Of course. You know what, sure, let's take it.

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