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RocketLord, November 8, 2018 in Archives
OOC for this
I think facs is mimic a flip lighter (if thats ok!)
Making the most of that new 60 points.
. . Flip Lighter (Power Setting) (Powers: Feet Flame Jets (Flight 3), Firestarter (Array 15), Hothead (Environmental Control 4), Protection 6, Steel Casing (Impervious Toughness 10))
. . . . Feet Flame Jets (Flight 3) (Speed: 50 mph, 440 ft./rnd)
. . . . Firestarter (Array 15) (default power: blast)
. . . . . . Dirty Dragonbreath (Damage 10) (Array; DC 25; Cone Area (100 ft. cone - General), Secondary Effect)
. . . . . . Fireballs (Blast 10) (Default; DC 25; Burst Area (50 ft. radius - General))
. . . . . . Firewhips (Damage 10) (Array; DC 25; Autofire (interval 2, max +5), Penetrating [6 ranks only]; Extended Reach 2 (10 ft.), Incurable, Precise)
. . . . . . Fists of Flaming Fury (Energy Aura 6) (Array; DC 21)
. . . . . . Pyroclastic Pompadour (Blast 14) (Array; DC 29; Incurable, Precise)
. . . . Hothead (Environmental Control 4) (heat, light, Radius: 50 ft.; Range (touch))
. . . . Protection 6 (+6 Toughness)
. . . . Steel Casing (Impervious Toughness 10)
Gonna try and sneak up on em and burn their bags away so they can't make off with the bricks.
Takin 10 for 24 on stealth
Ok to the form
Also, both of you feel free to roll initiative.
Initiative: 1d20+11 15
And I'd completely missed Facs trying to stealth: Notice 1d20 + 4 = 12 and 1d20 + 4 = 17, so I'd say you get to sneak up on them.
Armor Thug 1: 1d20+11 = 27
Armor Thug 2: 1d20+11 = 24
So the order is
Armor Thug 1: 27
Armor Thug 2: 24
Rev: 15. HP 3
Facs: 11 HP 1
Armor Thug 1 goes for Facs, 1d20+8 = 27. DC 27 if it hits, with 5 ranks of Penetrating.
Armor Thug 2 throws one of the guards in the general direction of Rev. Up to you if you try to catch him or go for the attack.
that doth hit!
1d20+10=17 oh no sir, Not dancing this dance today. HP to reroll!
1d20+10=30 much better!
Rev will certainly try to catch the guard. With an elongating and detatchable limb.
I guess that uses up all her actions this round, however.
Facs will take to the skies on his less cool jets and smack talk before loop de looping and red hot kicking the brother with the sword.
Using flamin fists of fury and all out power attacking to the fences!
DC30 toughness save if that hits/works! Then he's gonna fly away and smack talk some more.
Armor Thug 1: Defense roll. 1d20+8 = 12, a solid hit!
Toughness roll: 1d20+12 = 19. He's staggered and stunned!
Armor Thug 1: 27 - Staggered, stunned. -2 to defense, only one action
Armor Thug 2: 24 - Unharmed
Rev: 15. HP 3 - Unharmed
Facs: 11 HP 0 - Unharmed
Armor Thug 1 tries to make a run for it, grabbing a few gold bars on the way. Moving at super speed 5, so 50 MPH.
Armor Thug 2 leaps for Rev, attempting to punch her with a blade like the one his brother used: 1d20+8 = 17. DC 27 if it hits, Penetrating 5.
Defence +10 so I think that misses!
I think Rev is up again, so Flying after the super speeding dude and giving him a heft one-armed punch!
Punches Brother: 1d20+10 23 I guess that hits? If it does, DC 25 Tough.
It does indeed hit.
Toughness Roll: 1d20+12 = 31
He's somehow still standing!
Gonna try and talk the remaining brother down.
I imagine its a full round action?
Armor Thug 2: Sense Motive vs. Diplomacy: 1d20+8 = 26
Since you're pushing the right buttons, you'll get a +2 to another attempt. If you stay upright long enough!
Armor Thug 1: 27 - Staggered. -2 to defense, only one action
Armor Thug 1 goes for Rev, trying to slash her. Attack roll: 1d20+8 = 26. That's a hit, so Toughness DC 27 with Penetrating 5.
Armor Thug 2 swings his blade at Facs. Attack roll: 1d20+8 = 15, so a miss. He stays close to Facs, trying to keep him from getting out of reach.
Hmm more diplomancy!
Not so hot but lets see how the IC lands.
Toughness Save vs Gold: 1d20+10 13 thats a little too early to get busted up so badly, so I will spend an HP and reroll that: Tough Reroll: 1d10+20 29 meaning she takes it!
So this time, Rev will try an acrobatic feint as a move action (-5 penalty) Move action acrobatic feint: 1d20+6 22
And as a standard action, a Plasma Jet! Plasma Jet Attack: 1d20+14 25 which I guess hits with or without the feint success.
Thats a Corrosion 6 effect (i.e. Fort Save DC 16 vs Drain Toughness 6, and Toughness Save DC 16 vs damage)
Armor Thug 2: Sense motive roll vs Facs: 1d20+8 = 16
Facs succeeds! More on what happens IC!
Armor Thug 1: Sense motive vs. feint: 1d20+8 = 15
So yes, you very much hit.
Fort save vs. Drain Toughness: 1d20+10 = 21
He makes that one!
Then, Toughness save vs. damage: 1d20+12 = 18
That's a bruise.
Somehow, he is still standing!
Armor Thug 1: 27 - Bruised, Staggered. Toughness -1. Only one action
Rev: 15. HP 2 - Unharmed
Armor Thug 1 goes for a Power Attack at +2 DC against Rev. Attack roll: 1d20+6 = 21, so that's another hit so Toughness DC 29 with Penetrating 5.
Armor Thug 2 super speeds after his brother.
Tough Save: 1d20+10 13 for the laughs, ill roll with that, taking bruise, staggered, dazed! (and knocked back, come to that!)
Lets give chase!
I fly at 50mph 500ft a round so lets crack on after him.
Rev: 15. HP 2 - Bruised, Staggered, Dazed.
No attacks or actions this round, beyond talking!
And can I get a notice roll for both of you?
Notice Roll: 1d20+4 11