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Give me some Initiative rolls pretty please. 

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Posted (edited)

Round 1 - Initiative Order

29 - White Lioness - Unharmed, 1HP

14 - Blond Time Agent - Unharmed

14 - Brunette Time Agent - Unharmed

9 - Horrorshow - Unharmed, 1HP

8 - Zenith - Unharmed, 2HP

5 - Crystal Gazer - Unharmed, 2HP

 

And @Tiffany Korta is up first with that amazing Init roll! 

Edited by Cubismo

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11 minutes ago, TheAbsurdist said:

Technically, her name is Zenith.

 

That's what I get for copying and pasting. My mistake, TA. 

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Posted (edited)

White Lioness hits AND nets an awesome crit, which means its a DC 26 against one of the Time Agent's Toughness. For convenience sake let's say you hit the blond one. 

 

Blond Time Agent: Toughness Check: 1d20+11 14. Big Fail. Ouchies. 

 

Round 1 - Initiative Order

29 - White Lioness - Unharmed, 1HP

14 - Blond Time Agent - Dazed and Staggered

14 - Brunette Time Agent - Unharmed

9 - Horrorshow - Unharmed, 1HP

8 - Zenith - Unharmed, 2HP

5 - Crystal Gazer - Unharmed, 2HP

 

Rip into him @Tiffany Korta.

Edited by Cubismo

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Horrorshow hasn't taken on his "Chitinous Horror" form yet, so no Impervious on his Toughness! 

 

1d20+1221 [1d20=9]

 

\o/

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Not bloody likely! Without her armor, Lulu is Toughness +6

 

1d20+6=9

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Posted (edited)

Noooo!

 

Reaction: I would like to use Horrorshow's 1 Hero Point to gain the Interpose feat, so he can dive to shield unarmored!Lulu!

 

Toughness save 1d20+1230 [1d20=18]  YEAH!

 

Edited by Dr Archeville

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Sounds good to me Archeville. Consider Lulu shielded. And now its your turn, @Dr Archeville.

 

Round 1 - Initiative Order

29 - White Lioness - Unharmed, 1HP

14 - Blond Time Agent - Dazed and Staggered

14 - Brunette Time Agent - Unharmed

9 - Horrorshow - Unharmed, 0HP

8 - Zenith - Bruised, 2HP

5 - Crystal Gazer - Unharmed, 2HP

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Hokay...

 

Free Action: switch "Metamorphic Body" to "Chitinous Horror" form.

Free Action: use "Horrific Transformation" Enhanced Feat/Skills.

Move Action: Set Shapeshift to

Additional Limbs 1 (lashing tail) {1/5}

Leaping 2 (x5 -- running long jump 90 feet, standing long jump 45 feet, high/vertical jump 22 feet) {2/5}

Speed 2 (25 mph, or 250 feet per round) {2/5}

Move Action: Attempt to Intimidate/Startle the Brunette Time Agent that shot at us.

1d20+929 [1d20=20]

\o/

 

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I just remembered that Lulu had gone invisible and created an illusion to take her place! How would this effect her save and Davyd's Interpose?

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Posted (edited)

I sort of did this:

 

"DISPLACEMENT
Effect: Visual Concealment, Limited 
Action: Free (active)
Range: Personal 
Duration: Sustained
Saving Throw: None 
Cost: 4 points

 

You can create a visual distortion that causes you to appear in an area adjacent (about 5 feet away) from where you actually are. This provides total concealment in that opponents attacking your apparent position have a 50% miss chance and your actual position is difficult to detect (use the guidelines under the Concealment effect description).

 

This power is not quite as useful as true invisibility as your displaced image is still present; anyone seeing it knows you are nearby, just not necessarily where. You can shift the position of your displaced image as a free action once each round, but it must always remain within 5 feet of your actual position."

 

Lulu taking 'a few steps away' sounds more like 10 feet that 5.

Edited by Heritage

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Opposed Sense Motive: 1d20+6 23

 

@Dr Archeville You beat his Sense Motive, meaning that the Brunette Agent will Surprised the next time you try to take a swing at him. 

@Heritage Thanks for explaining the power. Hmm. I think even with the Displacement effect Lulu would still be hit with the Blast given that has a 50 ft. Cone Extra attached to it. That said, I'm willing to let Horrowshow's Interpose still save Lulu from the damage. Perhaps he got lucky and spotted a shimmer of Lulu's real self?

 

Round 1 - Initiative Order

29 - White Lioness - Unharmed, 1HP

14 - Blond Time Agent - Dazed and Staggered

14 - Brunette Time Agent - Unharmed

9 - Horrorshow - Unharmed, 0HP

8 - Zenith - Bruised, 2HP

5 - Crystal Gazer - Unharmed, 2HP

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Fair enough, or he inadvertently got the angle right to protect both.

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Corinne will retain control, and use Snare.

Snare: 1d20+8 17

 

Aiming to hit both Agents.

Snare 8 (Extras: Area (Burst), Regenerating, Selective; PFs: Accurate 2, Reversible, Variable Descriptor 2) {45/48}

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