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Avenger Assembled, August 23, 2015 in Archives
Here we go
Echo will use her Quickness to search everything within a half-mile radius for any sign of Caradoc - should take her 72 seconds, assuming my math is right. I'll take 20 on the check, for a total of 22.
There is no sign of Caradoc - she does find a whole lot of debris from Freedom City. It's debris that scavengers have obviously been picking over. There are animals around eating garbage; big flocks of birds, rats and mice, and buzzards and eagles. Lots of animals, really! She also finds a well-trodden trail leading up and out of the 'bowl'-shaped depression they're in; up towards the nearby mountains. (Take a look at the picture I posted) - a trail recently walked on.
As a reminder for Mad and Bluefish, Caradoc doesn't actually look monstrous: he's Steve's third identity, a holographic disguise that makes him look like a sort of retro-future medieval knight with a jetpack and lance. If either Echo or Wildcat see him without the hologram in his Harrier identity they'll immediately recognize the armor as belonging to a heavy combat Omegadrone -- and should probably react accordingly! For now though they have no reason to suspect that Caradoc has anything to do with Harrier, if they've even heard of the latter.
Jack of all BladesKowledge [Theology] check with Jack-of-all-Trades: 1d20+1 17
And with that question answered:
Jack of all BladesInitiative: 1d20+9 17
Echo's initiative: 1d20+14 16
Initiative: 1d20+9 11
http://www.freedomplaybypost.com/topic/6795-aas-all-new-all-different-oddballs/?page=3#comment-216748 = the T-Rex and rider!
The T-Rex gets 10 http://orokos.com/roll/322949
A mysterious person gets...11! http://orokos.com/roll/322950
Jack of all Blades: 17
Mysterious Person: 11
Jack of all Blades is up!
Initiative: 1d20+12 17
Sorry, had a bad few days. I'll break the tie by electing to go after Jack.
Jack of all BladesMove Action: Climb the dinosaur! Climb check: 1d20+10 23, Acrobatics check: 25 with Skill MasteryStandard Action: Energy Sword vs Dinosaur Rider; Power Attack 5: 1d20+15 22
So a DC 10 + 6 + 5 Power Attack = 21 Fortitude Save vs Drain Toughness then a DC 15 + 3 + 3 Mighty + 5 Power Attack = 26 Toughness Save, plus any Autofire bonus.
Ooh, a called shot vs the rider!
Even upping the to-hit DC is more than enough to do the trick here.
Tou vs DC 29 (the Autofire added +3 DMG)
The rider is down. The dino is still conscious - and not looking so good!
Geckoman: Uninjured, 4 HP
Move Action: Using Wall-Crawling and Acrobatics Skill Mastery for 25, Chris can also get on the dinosaur
Standard Action: Gain control of the dinosaur. If it's Pilot, that's Skill Mastery for a total of 30. If it's Ride or Drive, he'll have to roll. For Drive, he'll just flat-out roll with his +10 bonus, with Ride, he'll spend a HP on Beginner's Luck for a +14 bonus: Controlling the dinosaur: 1d20 5 Eh, not great, but that means it's a 15 for Drive, a 19 for Ride, and a 30 for Pilot.
Echo is now up.
Echo will try searching the downed rider. I'll use her Quickness to take 20 on the check (again), making it a 22.
We are officially out of combat at this point, so go ahead and post as you like.
Harrier's Will save vs. Magritte's Drain Will
http://orokos.com/roll/333901 = 17 (Drain)
http://orokos.com/roll/333900 = 28 (Will save)
Okay, everybody, sorry for the delay.
Make whatever checks you think are appropriate given your chosen approach.
Jack of all BladesStealth Check with Skill Mastery: 25
Stealth check: 25 with Skill Mastery.
Ditto, in other words.
We'll use these stats for 'the Withering', kicking up to PL 12
http://orokos.com/roll/338342 = Jack goes unspotted!
Dropping these to PL 12
Echo also goes unspotted!
Awesome dinosaur roar: 1d20+8 10 That's actually 11, because my Dex is +9, not +8, but still eh. He'll spend one of his 3 HP remaining on re-rolling that. Try again: 1d20+9 28
Initiative, anyhow! Geckoman on a DINOSAUR: 1d20+12 22
Echo's initiative: 1d20+14 22