Supercape Posted October 20, 2017 Author Posted October 20, 2017 That works fine for me. Its like an improvised weapon. Its probably only a move action but as staggered that's how it rolls. I would also say as its an improvised weapon its +2 Damage.
Supercape Posted October 20, 2017 Author Posted October 20, 2017 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.
olopi Posted October 24, 2017 Posted October 24, 2017 Reflex Save: 1d20+12 26 Toughness Save: 1d20+7 16 So that's a Bruise + daze? Works for me!
Supercape Posted October 24, 2017 Author Posted October 24, 2017 Meaning BoA misses his action, and... Round 3! 20 Spitfire, Staggered, 2 HP 17 - Flare, Bruised 12- Bird of Arms, Bruised, 4 HP 10 - The Plebs. Spitfire is up!
EviscerusNox Posted October 24, 2017 Posted October 24, 2017 Ok so Max will move through the fire cloud unaffected using his Movement power, putting himself about 30 ft in front of Flare
Supercape Posted October 24, 2017 Author Posted October 24, 2017 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!
olopi Posted October 26, 2017 Posted October 26, 2017 Jann will just use his move action to move upwards and to look around, in order to spot any side-entrances, arriving vehicles or similar things!
Supercape Posted October 26, 2017 Author Posted October 26, 2017 Could you throw me a notice roll for that? DC 10, with -1 penalty for range (mindful of your extended vision!)
Supercape Posted October 27, 2017 Author Posted October 27, 2017 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.
EviscerusNox Posted October 31, 2017 Posted October 31, 2017 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.
Supercape Posted November 2, 2017 Author Posted November 2, 2017 I think I shall ask for an HP for that (and to find a convenient cannister of N2 Liquid)....what kind of effect are you going for there? Coating the floor with liquid N2 to trip / impede? Damage effect? Freezing effect?
EviscerusNox Posted November 2, 2017 Posted November 2, 2017 yeah i'm going with Friction Control I guess for a trip effect? freeze the water on the ground to make her fall, hope that Max's acrobatics keeps him on his feet.
Supercape Posted November 2, 2017 Author Posted November 2, 2017 Calling out, but staying under cover!
Supercape Posted November 22, 2017 Author Posted November 22, 2017 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).
EviscerusNox Posted November 28, 2017 Posted November 28, 2017 ok so here's the toughness save Toughness save: 1d20+9 14 ouch! makes him injured! it is no bueno!
Supercape Posted November 28, 2017 Author Posted November 28, 2017 (edited) 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 November 28, 2017 by Supercape
olopi Posted November 28, 2017 Posted November 28, 2017 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.
Supercape Posted November 28, 2017 Author Posted November 28, 2017 (edited) 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 November 28, 2017 by Supercape
EviscerusNox Posted November 30, 2017 Posted November 30, 2017 (edited) 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 November 30, 2017 by EviscerusNox
Supercape Posted November 30, 2017 Author Posted November 30, 2017 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.
Supercape Posted November 30, 2017 Author Posted November 30, 2017 (edited) 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 November 30, 2017 by Supercape
olopi Posted November 30, 2017 Posted November 30, 2017 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.
Supercape Posted November 30, 2017 Author Posted November 30, 2017 Meaning Spitfire is up again! Round 6! 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
EviscerusNox Posted December 1, 2017 Posted December 1, 2017 I guess it's time to put that metal encased fist to use finally. Let's just Power attack for 2, make it a DC21 toughness save with the improvised metal hand weapon bringing his attack to just +9 Attack roll pow attack 2: 1d20+9 17 Yeah that'll probably not hit but such a low damage effect isn't worth an HP on it so it is what it is
Recommended Posts