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Aoiroo, September 3, 2010 in Archives
Ok as we are moving into combat:
I am arbitarilly giving SC -4 on initiative and -2 to all other rolls (bar toughness and fortitude as they probably aren't affected) due to moderate intoxication.
Stat's for Zoom User.
STR 14 (+2)
DEX 18/14 (+4/+2)
WIS 12 (+1)
CHA 14 (+2)
Skills: Bluff 4 (+6), Knowledge (popular culture) 4 (+4), Notice 4 (+5), Perform (dance) 4 (+6)
Powers: Enhanced Dexterity 4, Enhanced Feats 14 (Attack Specialization [unarmed] 2, Defensive Roll 3, Dodge Focus 4, Elusive Target, Evasion 2, Instant Up, Move-By Action), Super-Speed 4 (100 MPH, Rapid Attack; Power Feats: Moving Feint1, Wall Run; Alternate Powers: Nauseate 4 [spin opponent], Stun 4 [quick strike])
Combat: Attack +4, +8 (unarmed), Grapple +5, Damage +2 (unarmed), +4 (nauseate or stun), Defense +8 (+2 flat-footed), Knockback -2, Initiative +20
Totals: Abilities 16 + Skills 4 + Powers 42 + Combat 16 + Saves 12 = 90
Silhouette Initiative Role 9
Silhouette Stealth Roll 17
Zoomer Notice Roll 9
Zoomer attack roll 18 against Supercape.
Ok thats enough to hit Poor Cape
Who hasn't got his force field activated
Vs DC 17, thats stunned and bruised!
Zoomer tries to pick up the unconcious boy. Strengh roll 12 http://invisiblecastle.com/roller/view/2675073/
Silhouette tries to pull boy down but fails the roll 7 http://invisiblecastle.com/roller/view/2675077/
Boy tries to take off, but Sil sweeps his feets dex roll 20 (+3 for dex, plus 4 for improved trip) http://invisiblecastle.com/roller/view/2675095/
Boy fails dex roll and trips mid acceleration 14 http://invisiblecastle.com/roller/view/2675085/
Supercape is up, albeit bruised and drunk!
Time for a frazzle! All the high defence in the world wont help against perception ranged attacks ZAP!
Rolling zoomboys toughness (I am giving him +7 as defensive roll is +2 per rank now)
DC of Rad Blast is 25, so thats Bruised, Staggered, Stunned!
Silhouette uses the mighty strike on his back, 26 http://invisiblecastle.com/roller/view/2675123/
Zoomers toughness doesn't hold out so he's out cold 7 http://invisiblecastle.com/roller/view/2675118/
Silhouette does a physics knowledge roll 24 http://invisiblecastle.com/roller/view/2676049/
Silhouette is trying to sneak trying to get the light switch. 11 http://invisiblecastle.com/roller/view/2680854/
The guys don't notice 9 http://invisiblecastle.com/roller/view/2680857/
NOt sure if this is relevant but
1d20=6 for his initiative
Then, the rad blast - which will be auto hit
1d20+4=16 for zoomers toughness, vs DC 25
Enough for a bruise and a stun
Silhouette rolls for initiative, 16 http://invisiblecastle.com/roller/view/2683915/
Dealer rolls for initiative 17, http://invisiblecastle.com/roller/view/2683916/
Dealer Kicks Sil in face(Attack), 4 http://invisiblecastle.com/roller/view/2683928/
Sil ignores(toughness) 14 http://invisiblecastle.com/roller/view/2683926/
Silhouette grapple roll with dealer, 22 http://invisiblecastle.com/roller/view/2683908/
Drug Dealer 17 http://invisiblecastle.com/roller/view/2683913/
Cape is going to try a cage round the zoomer. Its auto hit, but he does get a reflex save
No good. Given its a toughness 10 cage, he won't be breaking out of that. Of course, it does tie Supercape down to maintaining the cage.