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Supercape

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Alright, Bluffing to distract, using

Feature: Pyrotechnical entrance (gains a +5 situational bonus to some interaction rolls immediately on entrance).

 

Bluff: 1d20+26 31

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ok this is not quite combat, but Skullfang will take a swing. Swings at Bonfire: 1d20+8 10

 

Miss

 

As this is semi combat, we need not follow init precisely, and can pause in and out of combat. 

 

 

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Spending Bonfire's only HP to stunt a power because it'll make this scene cooler:

 

Damage 9 (Extra: Duration (Sustained) [+2]) [27/27PP]

which will still only be a +8 attack bonus because he's not built for Melee:

Attack: 1d20+8 15

 

dangit

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Posing towards the camera, if you want a roll for that, then

Base Power: Blast 9 ( Personal Volcano; Area: Shapeable) {27/27} (Smoke, Heat)

Centered on himself, in a way he can catch the other guy in it.

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Rolling for Knowledge: Current Events to figure out if Cass has ever heard anything about either Zyte Guyst or Chill Pill before:

Current Events: 1d20+5 19

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Chill Pill, no! You recall Zyte is a rising multi media star of considerable fame and/or ability (not sure of the proportion of those however!)

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Alright, so the plan essentially is for Zyte to set up in a concealed position far away, so he'll get some papparazi style shots of the exchange/talking but not more than that

Suggestions for this:

Nearby buildings (hotels)

Brushes

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For completeness sake, everyone else delaying action till init 0. 

 

Round 1

 

19 - Bonfire - Unharmed - 0 HP

8 Chill Pill - Unharmed

5 Quad Bikes [3] - Unharmed

 

 

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Alright, so: Illusion 7 ( SmokeMen; Visual Senses , Extra: Sustained ) {21+4=25/27} (Smoke)  + Concealment 2 (Visual Senses) {4/27}

 

To create multiple illusions of Bonfire in the area he was standing, while he runs for cover on a nearby empty bench (it's a park, I assume there's some)

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Chill Pill will jump in and flash freeze!

 

DC 20 Reflex Area saves and Reflex Snare saves

 

Lazy Reflex Rolls: 6#1d20+4 13 6 17 17 10 23

 

So all but one get frozen. The survivor will open fire on Chill Pill reflexively with an automatic pistol: Opens Fire on Chill Pill: 1d20+5 11 missing, but still enough to enrage Chill Pill!!!

 

The two "frozen" Bike riders are essentially snared. Whilst they have a STR of 14, it will be some effort to break free from a snare 10 effect so I am going to waive that for now. 

 

Round 2

 

19 - Bonfire - Unharmed - 0 HP

8 Chill Pill - Unharmed

5 Quad Bikes [1] - Unharmed

 

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·  Base Power: Blast 9 ( Personal Volcano; Area: Shapeable) {27/27} (Smoke, Heat)

  under the one that's still moving freely, hitting others if the area is large enough.

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