JackgarPrime Posted October 2, 2010 Share Posted October 2, 2010 Taking full moves (500,000 ft/move) towards the villains until he catches up. Link to comment
rpgronin Posted October 2, 2010 Share Posted October 2, 2010 Initiative = 15 Round Breakdown: Move Action: Move Action to find some cover from prying eyes, preferably some place private like a public bathroom. Extra Effort: Power Stunting "Quickness 20 [Flaws] to change into Momentum's costume as a Free Action. Also spending Momentum's lone Hero Point preemptively to counter-act the Fatigue he'd receive for Extra Effort. Move Action: Using Momentum's Speed 10 (10,000 MPH/100,000’ per Round) to pursue the pair of speedy-thieves heading towards the south side of the Millennium Mall. Link to comment
tryrar Posted October 2, 2010 Author Share Posted October 2, 2010 I'll hold on to your initative, but we're not quite there yet, some more plot to do first. Link to comment
tryrar Posted October 2, 2010 Author Share Posted October 2, 2010 Alright, i just need Momentum and Victory's reactions to the beginning of the chase, then its time for Initative! Link to comment
JackgarPrime Posted October 3, 2010 Share Posted October 3, 2010 Victory Initiative (1d20+5=7) (crap) Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 alright, Not gonna bother rolling init for the twins since they have a +32 to initiative, so: Round breakdown: Twins 32 Momentum 15 HP 0 Victory 7 HP 2 Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 Twins' action: Move All-Out! Note: HP for both of you for the complication of the villains splitting up! Link to comment
JackgarPrime Posted October 3, 2010 Share Posted October 3, 2010 Flight Power Check (1d20+12=26) To determine relative speed. Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 You roughly estimate that they're moving at a brisk 10,000 MPH(gameplay wise, that's 100,000 feet, or Speed 8;x4 for moving all out) Link to comment
rpgronin Posted October 3, 2010 Share Posted October 3, 2010 Round Breakdown: Move Action: Using Momentum's Speed 10 (10,000 MPH/100,000’ per Round) to pursue Nitro. Standard Action: All-Out (+2 Attack/-2 Defense) Kinetic Control Blast 7 @ Nitro - Which whiffs, obviously. Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 heh. Keep in mind moving all out grants +2 defense per rank of of movement power, though you lose your dodge bonus Link to comment
JackgarPrime Posted October 3, 2010 Share Posted October 3, 2010 Switching Dynamic to Flight 10/Strike 4 and charging. Charge (1d20+7=19) Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 So, Round 2: Twins Momentum (1HP) Victory (3 HP) Twins: Continue Move All out! Link to comment
JackgarPrime Posted October 3, 2010 Share Posted October 3, 2010 Acrobatics Check. (1d20+20=29) Link to comment
rpgronin Posted October 3, 2010 Share Posted October 3, 2010 Round Breakdown: Move Action: Using Momentum's Speed 10 (10,000 MPH/100,000’ per Round) to pursue Nitro. Standard Action: All-Out (+2 Attack/-2 Defense) Kinetic Control Blast 7 @ Nitro - Whiff. Again *sigh* Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 Ok, so this is how this is gonna work. Jackgar, we'll treat your attempt to emulate a brick wall with your acrobatics check as an attack, with Octane making a reflex save to dodge you. Post OOC and IC, then I'll reveal the results Link to comment
JackgarPrime Posted October 3, 2010 Share Posted October 3, 2010 Alright. Keeping the current Dynamic configuration. Taking one Movie to stay at the same speed, and another move to go right in front of him. Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 Ok then: Octane reflex save (1d20+8=9) vs DC 25 Octane toughness save (1d20+2=15) vs DC 22 Octane is bruised AND stunned(and not moving all out anymore!) Victory needs to make a toughness save as well (DC 26) Link to comment
JackgarPrime Posted October 3, 2010 Share Posted October 3, 2010 Toughness save for Slam. (1d20+10=18) Bugger. I'll burn an HP to shake off Stunned, leaving me at 2. Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 alright then, Time for round three I guess. Nitro:Unharmed Octane:Stunned and bruised(1)! Momentum:Unharmed (HP 1) Victory:Bruised(1) (HP 2) Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 Ok, villains: Nitro:Keep Moving All-Out! Octane:Stunned(no action)! Link to comment
rpgronin Posted October 3, 2010 Share Posted October 3, 2010 Round Breakdown: Move Action: Using Momentum's Speed 10 (10,000 MPH/100,000’ per Round) to pursue Nitro. Move Action: Bluff +6/+11 to Fast Bluff Trick that Nitro guy into actually fighting Momentum; which I'm sure I'll regret if successful. Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 Nitro:Opposed Sense Motive (1d20+11=31) Yeah, he aint buying what Momentum's selling :P Link to comment
tryrar Posted October 3, 2010 Author Share Posted October 3, 2010 Note: Octane is no longer stunned Link to comment
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