Dariusprime Posted June 10, 2011 Share Posted June 10, 2011 Rock on, Supercape! Are we still in initiative or can we post normally? Link to comment
Supercape Posted June 10, 2011 Share Posted June 10, 2011 Well, thanks for rolling that! (IC up for me again, but heh, if it came out that good...) Link to comment
Raveled Posted June 10, 2011 Author Share Posted June 10, 2011 Okay! With Cape's IC post (how did I miss that?) we are out of combat. Feel free to do... social/investigative stuff. Link to comment
Dariusprime Posted June 11, 2011 Share Posted June 11, 2011 Animus will use the Dingo form's Scent and Track to sniff up some clues! I'm honestly not sure if the Super Senses Tracking keys off of Survival or Notice. The skill, feat and power seem to cross reference each other in the book. So I'll just make a Notice check for now! Track via Scent (1d20+6=11) Hopefully he can detect who else may be in the plant! Link to comment
Supercape Posted June 14, 2011 Share Posted June 14, 2011 Steamy giving a choice man a quick search seeing if anything of importance 1d20+10=30 huzzah! (Well, if there is anything!) Link to comment
Raveled Posted June 15, 2011 Author Share Posted June 15, 2011 There's nothing incriminating on the hobos, except for the weapons. They are all dirty and smelly -- meaning that they are probably genuine street people, not thugs or mercenaries simply dressing the part. Know/Streetwise from anyone who wants to roll it. Link to comment
Raveled Posted June 15, 2011 Author Share Posted June 15, 2011 Some Stealth rolls, if you're being particularly Stealthy, please. Link to comment
Semi-Autogyro Posted June 15, 2011 Share Posted June 15, 2011 Stealth check for Myrmidon - 1d20+10=24 Link to comment
Dariusprime Posted June 15, 2011 Share Posted June 15, 2011 Stealth Check (1d20+9=19) Link to comment
Supercape Posted June 15, 2011 Share Posted June 15, 2011 1d20+3=18 for Steam Stealth I dont know if there is oppurtunity here for Master Plan Feat? I would doubt it, but I roll now just in case: 1d20+6=8 well whoop de do, that gives a big old nothing. Link to comment
Dariusprime Posted June 17, 2011 Share Posted June 17, 2011 Using Chameleon Style for Concealment (Blending), plus Chameleon Stealth! (1d20+15=19) to remain unheard. He is flanking the villains to the left. Link to comment
Supercape Posted June 23, 2011 Share Posted June 23, 2011 I presume we are moving into combat so 1d20+3=17 for Steam. Moving other direction. Link to comment
Semi-Autogyro Posted June 26, 2011 Share Posted June 26, 2011 All Out/Power-Attack with Flash-Bang Grenade. +5 ATK/-5 Def Flash-Bang Grenade: Dazzle 5 [normal vision/auditory] (Extras: Area [burst]; Drawbacks: Reduced Range [5 70ft Range Increments, 350ft Max Range]; Feats: Indirect) [15PP] Use indirect so it comes in from above them. All within a 25 ft blast radius of barrel need to make a DC 20 Save or be Dazzled. 10+5+5=20. Move action duck down from behind some cover for a bit more defense when the other vagrants start firing back. Once it detonates, free action to make a new weapon. Spread Stunner: Stun 5 (Extras: Area [Cone - 50 ft long, 50 ft wide, 25 ft high]) [15PP] Edit: Forgot Initiative. Myrmidons' Initiative: 1d20+1=5 Gah. I'll live with it though. Link to comment
Dariusprime Posted June 26, 2011 Share Posted June 26, 2011 Initiative: Initiative (1d20+3=21) Link to comment
Raveled Posted July 3, 2011 Author Share Posted July 3, 2011 20 hobos, acting in four groups of 5; two groups are at the bottom of the basin, one group is at the top, one group with the barrel. Stun grenade catches barrel-men. If more than 3 are Dazzled, bad stuff starts to happen. Reflex save, vs DC 15. (1d20+1=3, 1d20+1=8, 1d20+1=12, 1d20+1=15, 1d20+1=3) And that's bad stuff! Myr gets a HP due to Accident. Initiative for thugs, by group (1d20+1=17, 1d20+1=4, 1d20+1=5, 1d20+1=18) Initiative order is Animus -- Uninjured -- HP x1 Thug 1 -- Uninjured -- GM Thug 2 -- Uninjured -- GM Thug 3 -- Uninjured -- GM Thug 4 -- Uninjured -- GM Thug 5 -- Uninjured -- GM Lord Steam -- Uninjured -- HP x2 Thug 6 -- Uninjured -- GM Thug 7 -- Uninjured -- GM Thug 8 -- Uninjured -- GM Thug 9 -- Uninjured -- GM Thug 10 -- Uninjured -- GM Thug 11 -- Uninjured -- GM Thug 12 -- Uninjured -- GM Thug 13 -- Uninjured -- GM Thug 14 -- Uninjured -- GM Thug 15 -- Uninjured -- GM Myrmidon -- Uninjured -- HP x4 Thug 16 -- Dazzled -- GM Thug 17 -- Dazzled -- GM Thug 18 -- Dazzled -- GM Thug 19 -- Uninjured -- GM Thug 20 -- Dazzled -- GM Animus is up. Link to comment
Dariusprime Posted July 10, 2011 Share Posted July 10, 2011 Free Action: Reconfigure Array (Crocodile) 'Move' Action: Drop among barrel handlers Standard: Attack barrel handlers Taking 10 per minion rules, with full +5/-5 All-Out/Power Attack. DC 28 Toughness. Makes me wish I had Takedown Attack. Perhaps HP it!? :D Link to comment
Raveled Posted July 10, 2011 Author Share Posted July 10, 2011 (20:40:22) Raveled: Darius! Gonna go for the HP and Takedown? (20:40:30) Dariusprime: Rav: Yes! They cannot make the save, so Thugs 16-20 are down for the count. Aid Another on 4 thugs, for Thug 5. DC 10 (1d20+2=22, 1d20+2=21, 1d20+2=16, 1d20+2=19) Thug 5 has +4 Att and +4 Def! Attack on... Well, Animus is the only one they can see. Pistol attack, vs Animus' Defense. DC 17 (1d20+6=25) Oooo, that hits. Link to comment
Dariusprime Posted July 11, 2011 Share Posted July 11, 2011 Toughness vs Pistol Attack (1d20+8=17) I've been shot! x.x Link to comment
Supercape Posted July 11, 2011 Share Posted July 11, 2011 Right: Move action (hopefully he can reach them) Standard Action, Baritsu cane whipping left, right and all about! ha-soo! Shifted -5 +5 DC attack on the minions, taking 10 to hit them, I really hope an attack roll of 16 will hit them (especially as they are flat footed?). Thats a DC 25 Tough save for 'em. Using Takedown attack 1 so hopefully I can get 5 or so whipped down. Link to comment
Raveled Posted July 11, 2011 Author Share Posted July 11, 2011 I believe I stated that it was about 50 ft. So Steam could Charge them and still get within range; want to do that? Link to comment
Supercape Posted July 11, 2011 Share Posted July 11, 2011 Sure thing. In which case, same as above but with +2 to attack roll, -2 to his defence! Link to comment
Raveled Posted July 11, 2011 Author Share Posted July 11, 2011 Boom. Five more bite the dust. I'll assume you were swinging for Thugs 6-10, since those are the ones right after Steam in the Ini order. Thugs Aid action, vs DC 10 (1d20+2=16, 1d20+2=22, 1d20+2=20, 1d20+2=21) Thug 15 gets +4 Def, +4 Att. Punches Steam. Thug's melee, vs Steam's Def -2. DC 17 (1d20+6=8) Whiff! Myr's up next. Link to comment
Semi-Autogyro Posted July 23, 2011 Share Posted July 23, 2011 Spread Stunner: Stun 5 (Extras: Area [Cone - 50 ft long, 50 ft wide, 25 ft high]) [15PP] Myr moves forward out of cover to shoot at the ones on top of the basin with his spread stunner. However many are within the blast radius need to make a DC 15 Ref/Fort save. Link to comment
Raveled Posted July 26, 2011 Author Share Posted July 26, 2011 I'm gonna say that gets 3 of the 5 up there. Reflex and Fort saves for 3 Thugs. (1d20+1=14, 1d20+4=24, 1d20+1=12, 1d20+4=11, 1d20+1=16, 1d20+4=8) One pass, one daze, one stun. Link to comment
Raveled Posted July 26, 2011 Author Share Posted July 26, 2011 Animus -- Injured x1 -- HP x0 Thug 1 -- Uninjured -- GM Thug 2 -- Daze -- GM Thug 3 -- Stun -- GM Thug 4 -- Uninjured -- GM Thug 5 -- Uninjured -- GM Lord Steam -- Uninjured -- HP x2 Thug 6 -- Out! -- GM Thug 7 -- Out! -- GM Thug 8 -- Out! -- GM Thug 9 -- Out! -- GM Thug 10 -- Out! -- GM Thug 11 -- Uninjured -- GM Thug 12 -- Uninjured -- GM Thug 13 -- Uninjured -- GM Thug 14 -- Uninjured -- GM Thug 15 -- Uninjured -- GM Myrmidon -- Uninjured -- HP x4 Thug 16 -- Out! -- GM Thug 17 -- Out! -- GM Thug 18 -- Out! -- GM Thug 19 -- Out! -- GM Thug 20 -- Out! -- GM Link to comment
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