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Block Head


Supercape

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Posted (edited)

Hero Point to Mannequin for HQ invasion hand waive! Mannequin HP 2

 

Initiative Rolls!

 

Security Guards: Initiative: 1d20+1 2

Block Head: Initiative: 1d20 8

 

The Fire Prevention System has activated, although has no mechanical effects right now. 

 

Could you also try (hard!) to make a DC 32 Notice Check

Edited by Supercape
Posted

Round 1

 

16 - Dr D, Unharmed, 1 HP

8 - Block Head, Unharmed

3 - Mannequin, Unharmed, 2 HP

2 - Security Guards [2], Unharmed

 

Doctor D is up!

 

(And dont forget that DC 32 Notice Roll)

Posted (edited)

Notice roll!

 

1d20+6=22

 

Going to try and encase blockhead in the forcefield! reflex save to avoid being trapped! (its not a snare as i have reccently learned) DC20! or he can try to break out with strength!

 

also gonna shift my secondary array into the hardened forcefield and slowly rise into the air with my now Flight 1

Edited by Exaccus
Posted

So Block Head will, as a move action, smash the forcefield. Power attacking +2 DC/-2 Damage as he cannot, essentially, miss. 

 

Adding his Super STR to the roll as an inanimate object is being attacked, thats a whopping Damage 19 effect, or a DC 34 Toughness roll. 

 

Smash! Force Field: 1d20+10 25 is a fail by 9, so the Force Field just makes it - gets away with but an injury!

Posted

Each Security Guard will charge, all out, power attack on the respective (and flat footed) heroes!

 

Rush Heroes: 2#1d20+7 18 18

 

Both hit, flat footed heroes - and its a relatively minor DC 22 Toughness Save each. 

 

And more problems to come! Another attack, flat footed, on Mannequin: Punches Mannequin: 1d20+10 26 hitting, and causing a DC 23 Toughness save!

Posted (edited)

Ok so Dr D is unharmed

Mannequin is dazed and bruised!

Round 2

16 - Dr D, Unharmed, 1 HP

8 - Block Head, Unharmed

3 - Mannequin, Bruised, Dazed, 2 HP

2 - Security Guards [2], Unharmed

1- Imprint (The tiny woman)

 

Dr D is up

Edited by Supercape
Posted

Assuming that cloud thing is involved in this he no longer needs to keep it contained he's going to switch primary array to the Radial blast power and exluding Mannaquin, Blockhead (but not his snare) and himself (of course) from it as well as whatever equipment he can fill the room with heat (infra-red) energy.

 

1d20+10=12 bah rerolling.

 

1d20+10=25 Much better! Its autofire too so the DC is 25+1 For ever 2 by which i exceed their defense to a maximum of +5 for 10.

Posted (edited)

Ok so that takes Dr D to 0 HP

 

The damage effect will hit everybody you wish it to. Its enough to easily smash to the two "security guards" see IC. It only just hits the woman, however, so no bonus to DC 25 Save and she gets: Toughness: 1d20+10 16 so bruised and dazed. 

 

Block Head is up and will smash the Snare, again, thats a whopping Damage 19 / DC 34 effect : Tough Save vs Block Head: 1d20+9 17 That is a fail by 15, so the snare is destroyed. 

 

mannequin and Imprint are dazed, so we start again!

 

Round 3

16 - Dr D, Unharmed, 0 HP

8 - Block Head, Unharmed

3 - Mannequin, Bruised, Dazed, 2 HP

1- Imprint (Micro Woman), Bruised

 

Dr D is up!

 

 

Edited by Supercape
Posted (edited)

Fort Save: 1d20+6 16 dazed

Tough Save: 1d20+10 30 no damage

 

Dr Deoxy is up again!

 

Round 4

16 - Dr D, Unharmed, 0 HP

8 - Block Head, Unharmed

3 - Mannequin, Bruised, Dazed, 2 HP

1- Imprint (Micro Woman), Bruised, Dazed

Edited by Supercape

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