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Supercape

In the Blink of an Eye (OOC)

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Technically, Downtime is concealed to visual senses. However, you can hear the manic laughter, and - to be generous and for plot purposes, you can see "a blur".

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That will catch him by surprise, he wasn't expecting a teleporter!

1d20=9 for the 1/2 chance of missing versus a concealed opponent.

So yes, a hit! even if he invisible, that surprise got him good!

1d20+6=12 BIff!

Bruised, Stunned, Staggered.

Well done, madam!

Ok, to up the ante a bit Im going to GM Fiat him throwing off the stun (dont worry Ill only do this once - maybe twice!) so we dont finish the thread before we start!

Have a HP!

Initiative Rolls:

1d20+43=45 for Downtime!

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Fret not, you have already staggered him and earned an HP!

Downtime whizzing off again!

Shifting out of combat - time to track him down.

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Damn your notice checks are good.

Yes, that will be enough to take a very good guess as to Downtimes route to his secret lair [TM] - which is in this district at least, near but not next to the casino's.

For more precise location of the lair, would need search (or maybe some other investigation like gather info, knowledge streetwise, etc).

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I guess I'll have to take 20 on a search check because I currently lack the investigative skills. Total result is going to be a 22.

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That will do nicely, Sir.

He is located in a small warehouse near the casino's. It looks like its not in use recently, but is still well maintained and has been shut down for some reason.

Search roll detects a few loose notes, and the odd footprint that can lead you to the warehouse.

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Supercape is on the scene as you do these things: so hold the latter roll. The first roll is good, you can find a ventilation shaft to crawl / teleport down that would certainly help surveillance or sneaking.

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1d20+14=19 Notice check to see what can be seen from inside the vent.

If Downtime is laying down, then I'll make a stealth check to try and get his time belt away from him.

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1d20+18=27 -5def/+5 all-out attack. If he's still on his guard completely, DC 24 Toughness save. If I got him flat-footed (which is kinda likely, he's in his lair and looking for painkillers), DC 27.

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