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Aoiroo

Absolute Uncertainties (OCC)

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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.

Initiative

1d20-4=9

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Stat's for Zoom User.

STR 14 (+2)

DEX 18/14 (+4/+2)

CON12 (+1)

INT10 (+0)

WIS 12 (+1)

CHA 14 (+2)

TOUGHNESS +4*

FORTITUDE +5

REFLEX +8

WILL +5

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

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Silhouette Stealth Roll 17

Zoomer Notice Roll 9

Zoomer attack roll 18 against Supercape.

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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/

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Supercape is up, albeit bruised and drunk!

Time for a frazzle! All the high defence in the world wont help against perception ranged attacks :D ZAP!

Rolling zoomboys toughness (I am giving him +7 as defensive roll is +2 per rank now)

1d20+7=13

DC of Rad Blast is 25, so thats Bruised, Staggered, Stunned!

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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

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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/

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Cape is going to try a cage round the zoomer. Its auto hit, but he does get a reflex save

1d20+8=11

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.

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