Airon Posted November 7, 2011 Share Posted November 7, 2011 OOC for this thread G-Stunt, Heraldo and Net Fly have to stop a heist in the Millenium Mall. Link to comment
Vahnyu Posted November 7, 2011 Share Posted November 7, 2011 So, Arichamus. I think it would seen a bit weird if we were presented as buddies going together to the mall, out of nowhere. Besides, I'm not sure my character has started attending classes, yet... How do you think we should go about this? a)We both attend Claremont, and are familiar with each other, but never got around to hanging together until a chance meeting at the mall? b)We haven't met before today, but upon meeting in our costumes, we find out that we will be classmates? c)Other? What's your opinion on that matter? Link to comment
Ari Posted November 7, 2011 Share Posted November 7, 2011 I'd say we go with C), where they know each other casually, but haven't much idea who the other is beyond face and name and a vague idea of the others' powers. Link to comment
Airon Posted November 8, 2011 Author Share Posted November 8, 2011 Ok, I'll need a Notice check. DC 20 for Heraldo and G-Stunt, DC 15 for Net Fly who's less busy. 1d20+9 → [9,9] = (18) aaand G-Stunt fails his first roll ever. Good. Link to comment
Vahnyu Posted November 8, 2011 Share Posted November 8, 2011 What, you think that was bad? Check this out: 1d20+5 → [4,5] = (9) Link to comment
Ari Posted November 8, 2011 Share Posted November 8, 2011 Alrighty, and it's a 15... well, looks like nobody wants to see the Terrible Danger. Link to comment
Vahnyu Posted November 8, 2011 Share Posted November 8, 2011 I guess I'm gonna be waiting a bit. Link to comment
Ari Posted November 9, 2011 Share Posted November 9, 2011 Sorry for the delay! Was in town on an errand, I'll get an IC up pronto. Link to comment
Vahnyu Posted November 10, 2011 Share Posted November 10, 2011 Can I take a 10 on Notice, at this time? If so, I am taking 10 on Notice, focusing on the puddle of water. (10+5=15) Link to comment
Airon Posted November 10, 2011 Author Share Posted November 10, 2011 ok, all PCs get 1 HP because the emergency went out while they were in their secret identities. Unless you have the Quick Change feat (which seems to me only Heraldo has), you have to either risk revealing your identity or spend a full round changing. also, Notice DC 12 to pinpoint exactly the store where the alarm went off (you can't take 10 unless you have skill mastery), other wise you only know it's on the third story. G-Stunt has SM and passes the DC. Link to comment
Vahnyu Posted November 10, 2011 Share Posted November 10, 2011 1d20+5 → [20,5] = (25) Natural 20! Link to comment
Ari Posted November 10, 2011 Share Posted November 10, 2011 Notice check: 21, passes. Link to comment
Airon Posted November 10, 2011 Author Share Posted November 10, 2011 ok: as I wrote in the G-Stunt section of the post, the alarm went off at Bulgari jewelry store on the third floor. The arcade is on the first floor. Of course the mall has a wide central atrium so you can fly right up. Security guards are trying to handle the Confused people. at this point, I'd say we can roll initiative. G-Stunt will use his full-round action to change into his costume, regardless of how well he's placed in Initiative order. 1d20+4 → [19,4] = (23) now that's what I'm talking about! Link to comment
Ari Posted November 10, 2011 Share Posted November 10, 2011 El Heraldo's Initiative: 6, dang. Link to comment
Vahnyu Posted November 10, 2011 Share Posted November 10, 2011 1d20+3 → [1,3] = (4) Link to comment
Airon Posted November 10, 2011 Author Share Posted November 10, 2011 Looking glass initiative 1d20+2 → [8,2] = (10) Henchmen initiative 1d20+1 → [13,1] = (14) so, Looking glass is at page 37 of Freedom's most wanted. The target of her Confuse suffers the following effects: 1-2 attacks Looking glass 3-5 acts normally 6-10 admires his own relfection in a mirror 11-14 flees from his own reflection as if it was a horrible vision 15-20 viciously attacks his own reflection the henchmen are 4 Thugs archetype from Core Rulebook, page 229 initiative order 23) G-Stunt, 2 HP, unharmed 14) 4 thugs, unharmed, Surprised 10) Looking glass, unharmed 6) Heraldo, 2 HP, unharmed 4) Net Fly, 2 HP, unharmed G-Stunt and Net Fly are still respectively at the sports store and in the arcade, since they spent their previous rounds changing into costumes. Heraldo is wherever he wants since he used the previous round to move up to the third floor. The Bystanders around are in various states of Confusion. Now there's a Surprise round for Heraldo. He can take either a Move action or a Standard action (not both) and of course Free Actions. Looking glass is not flat-footed (she has Uncanny Dodge), while the thugs are. after this surprise round, G-stunt is up for the beginning of the first standard round. Link to comment
Ari Posted November 11, 2011 Share Posted November 11, 2011 Okay then, he's going to make a Free Action to speak to Looking Glass, and a Move Action to..move. Link to comment
Airon Posted November 11, 2011 Author Share Posted November 11, 2011 G-Stunt will use his Move Action to jump into the jewelry store, then his Standard action to cover two adjacent thugs with his Autofire strike 1d20+6 → [15,6] = (21) 1d20+6 → [9,6] = (15) thugs have defense 12, so they are both hit DC 21 Toughness 1d20+3 → [13,3] = (16) 1d20+3 → [12,3] = (15) both are out 23) G-Stunt, 2 HP, unharmed 14) 2 thugs, unharmed 10) Looking glass, unharmed 6) Heraldo, 2 HP, unharmed 4) Net Fly, 2 HP, unharmed Link to comment
Airon Posted November 11, 2011 Author Share Posted November 11, 2011 thugs shoot! 1d20+2 → [17,2] = (19) 1d20+2 → [11,2] = (13) damn, one atually got me! Toug DC 18 for G-stunt 1d20+5 → [11,5] = (16) nope! G-stunt is bruised and injured *** Looking glass will use her Move action to feint with bluff (+8, +8 from Attractive, -5 for the reduced action, = +11) 1d20+11 → [20,11] = (31) uuuuh boy I'm guessing that worked! Heraldo can't make a DC 31 Sense Motive roll even with another natural 20... With Heraldo flat-footed, she uses the Standard action to attack with her blast 1d20+10 → [18,10] = (28) that hit right in the chest! Toughness DC 25 (15, +8 dmg, +2 sneak attack) for Heraldo Arich, resolve the Toug roll, then Heraldo is up! 23) G-Stunt, 2 HP, bruised, injured 14) 2 thugs, unharmed 10) Looking glass, unharmed 6) Heraldo, 2 HP, unharmed (not for long I'm guessing), and a bit of a sucker too 4) Net Fly, 2 HP, unharmed Link to comment
Ari Posted November 11, 2011 Share Posted November 11, 2011 TOU check: 22, 1 Bruise. Going to use Inspire for G-Stunt and Net Fly, spending a HP. Net Fly and G-Stunt each get a +4 "...bonus to all attack rolls, saving throws and checks for the following round" pg.62 Core Rules. Link to comment
Airon Posted November 13, 2011 Author Share Posted November 13, 2011 ok Net Fly is up 23) G-Stunt, 2 HP, bruised, injured, Inspired 14) 2 thugs, unharmed 10) Looking glass, unharmed 6) Heraldo, 1 HP, bruised 4) Net Fly, 2 HP, unharmed, Inspired Link to comment
Vahnyu Posted November 13, 2011 Share Posted November 13, 2011 I won't be able to post for some time, today. but I think I'll be able at about 6 hours from now. Sorry for the delay :( Link to comment
Vahnyu Posted November 13, 2011 Share Posted November 13, 2011 Sorry for the delay. Ok, here I go. Assuming that Net Fly is by now in the jewlery store, As a free action I activate Flight in the Fly Movement Array, I use my Move Action(Flight 25ft/Move Action) to position myself above the ground, near the ceiling, and in range of 30-60ft away from the thugs. As for the standart Action, as a free action, I activate Sonic Blasts, and use the Split Attack with them, splitting them in two attacks of 4 ranks each, with a range of 4x25=100ft, thanks to the Improved Range Feat. As targets, I choose the two thugs. 1d20+9 → [15,9] = (24) 1d20+9 → [3,9] = (12) With a defense of 12, both thugs are hit. They are both saving against DC19 Toughness Link to comment
Airon Posted November 14, 2011 Author Share Posted November 14, 2011 1d20+3 → [11,3] = (14) 1d20+3 → [13,3] = (16) both down! 23) G-Stunt, 2 HP, bruised, injured, Inspired 10) Looking glass, unharmed 6) Heraldo, 1 HP, bruised 4) Net Fly, 2 HP, unharmed, Inspired *** G-stunt is up Free action: switch Weapons array from strike to blast Move Action: Bluff (he's feeling cocky, so no Acrobatic Bluff) on Looking Glass (with -5 because of the reduced action, but +4 because of Inspire) 1d20+7 → [9,7] = (16) Looking Glass defends with her Sense Motive 1d20+4 → [14,4] = (18) and she sees through the pathetic pantomime. Standard action: G-Stunt throws his baton (using power attack 2) 1d20+8 → [9,8] = (17) +4 for Inspired, =21 and it is a hit! TOU DC 21 for Looking Glass 1d20+7 → [14,7] = (21) and she's still unharmed... Looking Glass is up, aaaaand... major twist in her tactic! 23) G-Stunt, 2 HP, bruised, injured 10) Looking glass, unharmed, and very much a bitch 6) Heraldo, 1 HP, bruised 4) Net Fly, 2 HP, unharmed Heraldo is up! Link to comment
Ari Posted November 14, 2011 Share Posted November 14, 2011 Quick question before I go: how should I resolve catching the fallers? Grapple check, Dex, or what? Link to comment
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