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Supercape

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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!

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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

 

 

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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!

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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. 

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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!

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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 by Supercape
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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. 

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