Supercape Posted August 21, 2010 Share Posted August 21, 2010 Solo Thread, where Supercape fights some pirates (modern ones, not the eye patch and parrot thing...) Link to comment
Supercape Posted August 21, 2010 Author Share Posted August 21, 2010 And his first notice check 1d20+10=29 Link to comment
Supercape Posted August 22, 2010 Author Share Posted August 22, 2010 Initiative Rolls Pirate 1d20+1=12 Cape 1d20+0=19 Cape is going to blast, auto hit. Toughness save 1d20+3=19 KO (Predictably) Link to comment
Supercape Posted August 22, 2010 Author Share Posted August 22, 2010 A diplomacy check: 1d20+10=17 They remain Hostile. Link to comment
Supercape Posted August 22, 2010 Author Share Posted August 22, 2010 1d20+5=19, 1d20+5=19 Both hit, with no autofire bonuses (Defence 18) DC 18 Toughness 1d20+12=29, 1d20+12=22 And both bounce off harmlessly Link to comment
Supercape Posted August 22, 2010 Author Share Posted August 22, 2010 And a DC 18 Dazzle Area of Effect. 1d20+4=20, 1d20+4=8, 1d20+4=13 The leader can still see, others are blinded. Link to comment
Supercape Posted August 22, 2010 Author Share Posted August 22, 2010 Pirate Leaders cowardly attack on Captain 1d20+5=8 miss, phew! Link to comment
Supercape Posted August 22, 2010 Author Share Posted August 22, 2010 Quentin not taking chances and encasing the pirate leader in a cage (create object) auto hit, Leaders reflex roll 1d20+3=17 Not good enough. Thats enough for the Pirates! Link to comment
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