Thevshi Posted January 15, 2013 Share Posted January 15, 2013 The OOC for this thread. Link to comment
Azuth65 Posted January 19, 2013 Share Posted January 19, 2013 1d20+5=10 Notice check for any sign of them being off beyond what was described in IC (gang/mafia tats, gun buldge, etc) Link to comment
Thevshi Posted January 19, 2013 Author Share Posted January 19, 2013 Well, Kyle notices that one of the three appears to be carrying a wand :) Link to comment
Thevshi Posted January 19, 2013 Author Share Posted January 19, 2013 Az, just wanted to clarify something from my post introducing the three rough looking guys. Only one of them is exceptionally big. The other two look like they can handle themselves, but are not massive linemen types You can make another Notice check. Link to comment
Thevshi Posted January 20, 2013 Author Share Posted January 20, 2013 Okay, from where he is, Kyle is able to see one of the side exits from the exhibit hall. There are two more rough looking "wizards" standing near that exit. Link to comment
Azuth65 Posted January 26, 2013 Share Posted January 26, 2013 Siphon's going to put on his mask and start looking for the source of the trouble... 1d20+5=17 Link to comment
Thevshi Posted January 26, 2013 Author Share Posted January 26, 2013 Might as well go with initiative now. But Siphon has the drop on them at the moment. Link to comment
Azuth65 Posted January 28, 2013 Share Posted January 28, 2013 Init roll: 1d20+8=16 As per chat, since he has the drop on them, the guy with the gun is going to need a DC 17 fort save and if he has any powers, Siphon gets one. Link to comment
Thevshi Posted January 28, 2013 Author Share Posted January 28, 2013 Okay, thug with the gun gets a 13 on his Fort save, so he is Fatigued. Making a reflex save for the sudden fatigue, and with a 4, he drops his pistol. And sadly, that thug has no superpowers :( Link to comment
Thevshi Posted January 29, 2013 Author Share Posted January 29, 2013 Okay, thugs roll their initiatives, and do pretty bad. Surprise round is over, on Round One: Siphon 16 Thug 1: 7 (unhurt, carrying taser wand) Thug 3: 7 (fatigued) Thug 2: 6 (BIG guy) Siphon's action. Link to comment
Azuth65 Posted January 29, 2013 Share Posted January 29, 2013 As mentioned in Chat, Thug 3 now needs a DC 19 fort save. Link to comment
Thevshi Posted January 29, 2013 Author Share Posted January 29, 2013 Okay, Thug 3 blows his fort save with a 10. Normally that would mean he is exhausted, but combined with the fatigue he already has makes him unconscious. (one slight thing I will mention, he never fired his gun, just had it out. There are other people along the edge of the room firing into the air) Thug 1 tries to zap Siphon with the taser wand, but fails with a 5. Thug 2 tries to grab Siphon, but fares only slightly better with an 11. Round Two: Siphon 16 Thug 1: 7 (unhurt, carrying taser wand) Thug 2: 6 (BIG guy) Back to Siphon Link to comment
Azuth65 Posted January 31, 2013 Share Posted January 31, 2013 PA the taser-wand guy, DC 19 fort from him... Link to comment
Thevshi Posted January 31, 2013 Author Share Posted January 31, 2013 Thug 1 also gets a 10 on his Fort save. As he is a minion, we will just say he goes unconcious as well. Go ahead and post that IC :) Link to comment
Thevshi Posted February 6, 2013 Author Share Posted February 6, 2013 This time the big thug just tries to hit siphon. Dosen't fair any better with a 9. Siphon's action. Link to comment
Azuth65 Posted February 6, 2013 Share Posted February 6, 2013 Third verse, same as the last two. DC 19 fort, mimic anything the big guy might have. Link to comment
Thevshi Posted February 6, 2013 Author Share Posted February 6, 2013 Thug 2’s Fort Save: gets a 14, so he is Exhausted! You can pick up Enhanced STR +12, or Superstrength 4, or Enhanced Con +12, or Impervious Toughness 3 Link to comment
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