Supercape Posted February 15, 2012 Author Share Posted February 15, 2012 You hear a buzzing sound from out of the window...like flies, but much louder and lower pitch. Link to comment
Thunder King Posted February 15, 2012 Share Posted February 15, 2012 Going to edit my post to include those results Link to comment
Supercape Posted February 15, 2012 Author Share Posted February 15, 2012 Could I have an initiative roll? The flies are using the monstrous insect build, with the addition of flight 3 (50mph) for their wings, Wall-crawling 2, and +3 dodge focus (you know how flies are...) 1d20+1=15 Link to comment
Thunder King Posted February 15, 2012 Share Posted February 15, 2012 This was really, really unexpected, got a 21 on initiative Link to comment
Supercape Posted February 15, 2012 Author Share Posted February 15, 2012 Take it away. 4 Flies in ITu, 4 More crawling up. They are minions. Link to comment
Thunder King Posted February 15, 2012 Share Posted February 15, 2012 Okay, so, the book says that I can take 10 attacking these flies, and it also says that they're automatically knocked out. They also have to roll a 21 in order to stay conscious, (which they can't do). So do I just describe my turns rather than bother rolling? Link to comment
Supercape Posted February 15, 2012 Author Share Posted February 15, 2012 You can attack minions with 10 (thus automatically do), but they get damage saves, any failure is a KO (if yo wish it to be). Assuming you are attacking with a blast 10, then thats a DC 25 Toughness save which they cannot make: so effectively you can KO one fly a round. However, there are four flies! So its your call, but certainly you can zap one fly a round... Link to comment
Thunder King Posted February 15, 2012 Share Posted February 15, 2012 I'll do that then, rather than, well, try to roll for saves that will inevitably fail. Link to comment
Supercape Posted February 16, 2012 Author Share Posted February 16, 2012 Ok there are seven flies: I assume you can take down one a round, ill do three rounds and then throw in a complication: So, for the flies attack: 3 then 2 then 1 for 6 attacks on you 1d20+2=3, 1d20+2=10, 1d20+2=8, 1d20+2=15, 1d20+2=5, 1d20+2=13 All miss! Link to comment
Thunder King Posted February 17, 2012 Share Posted February 17, 2012 Going to use a power stunt; selective area attack on every fly within range that he is aware is there. Link to comment
Supercape Posted February 17, 2012 Author Share Posted February 17, 2012 Something like Blast 6 (Extra's cone, selective) [18PP]? Link to comment
Thunder King Posted February 17, 2012 Share Posted February 17, 2012 Yeah, that's about right, that should be a DC 21 toughness save; not an automatic failure. Link to comment
Supercape Posted February 18, 2012 Author Share Posted February 18, 2012 the fortunes are with you... Reflex Saves for half: 1d20+1=20, 1d20+1=8, 1d20+1=14, 1d20+1=2 all miss! 1d20+4=8, 1d20+4=5, 1d20+4=12, 1d20+4=17 all down! Link to comment
Thunder King Posted February 21, 2012 Share Posted February 21, 2012 Rolled a 31 to repair the device Link to comment
Supercape Posted February 21, 2012 Author Share Posted February 21, 2012 OK, I will say this is a complex repair (as per rules p45). I presume you have tools with you! DC 20 for the repair, takes an hour. As you scored 31, you can half the time for to 30 minutes. However, you may "jury rig" it so its kind of functional but will blow if used again, for a full round action. Post away IC! Link to comment
Thunder King Posted February 28, 2012 Share Posted February 28, 2012 Got an 11 on a notice check If Voltage fails the check, he's going to stay right above the ambulance and watch out, he's pretty sure these webs are here for a reason. Link to comment
Supercape Posted February 28, 2012 Author Share Posted February 28, 2012 Spider-spider, Spider-Spider, it can do any thing a spider can! Spin a web! Surprise Snare attack! 1d20+6=7 Climb up walls! Fails to catch Voltage, unlike flies! Initiative time! 1d20+1=8 Link to comment
Thunder King Posted February 28, 2012 Share Posted February 28, 2012 Voltage rolls initiative, gets a 14! Rolled a 14, Voltage must be worried about the sudden spider Link to comment
Supercape Posted February 28, 2012 Author Share Posted February 28, 2012 Round 1 14 - Voltage - 4 HP - Unharmed 8 - Spider - Unharmed Link to comment
Supercape Posted February 29, 2012 Author Share Posted February 29, 2012 Ok as Voltage Missed, Spider is up! Move Action - Spider crawls up, jumps! Standard Action - Bite! Hey, if we are lucky, Spiderbite could get a Spiderbite! 1d20+8=18 miss! Round 2 14 - Voltage - 4 HP - Unharmed 8 - Spider - Unharmed Link to comment
Supercape Posted February 29, 2012 Author Share Posted February 29, 2012 GM The spider has a turn of speed, its huge size and log legs giving it an uncanny pace. In a flash, it was on the ambulance, tilting it somewhat. "Hey get off my...aaaaaaarrrgh!!!!" screamed the driver, winding up his window as soon as he saw the horror. The giant spider leapt up, its jaws snapping on Voltages ankle, but unable to penetrate the advanced material. It landed heavily on the ambulance, denting it and sending it rolling from side to side again. As it leapt, Voltage caught sight of a near-identical flashing electronic device strapped to its... head, for lack of a better word. Link to comment
Thunder King Posted March 14, 2012 Share Posted March 14, 2012 16 on an attack roll on the spider Voltage isn't going to let this spider hurt people, so I'm going to burn an HP to make sure he hits; Got a 21 second time around Link to comment
Supercape Posted March 15, 2012 Author Share Posted March 15, 2012 Ok I realised I posted my IC in OOC, so editing that! Down to 3 HP for Voltage. As for the Spider...1d20+6=18 Dazed, and Bruised. Post your attack IC then... Round 3 14 - Voltage - 3 HP - Unharmed 8 - Spider - Bruised, Dazed (until 14) Link to comment
Thunder King Posted March 15, 2012 Share Posted March 15, 2012 trying to blast the spider, got a 30 and a natural 20! Link to comment
Recommended Posts