Thevshi Posted February 11, 2018 Posted February 11, 2018 The OOC for this thread, continuing things from Superpowered Babysitters Wanted.
Thevshi Posted February 11, 2018 Author Posted February 11, 2018 So, time for a quick action. Not sure this quite warrants combat time at the moment though.
BlazingCoconut Posted February 11, 2018 Posted February 11, 2018 Okay well then a bluff attempt. I'm sure it's not going to work, but hey! Bluff 1d20+1 = 5 Sigh...
BlazingCoconut Posted February 12, 2018 Posted February 12, 2018 So... the ever slow Zhu tries and... Initiative 1d20+5= 9 Really, it's almost comical at this point
Thevshi Posted February 12, 2018 Author Posted February 12, 2018 Round One 16 Lawrence (unharmed, fatigued) 13 Not!Megan #2 (unharmed) 13 Not!Robert #2 (unharmed) 12 Not!Megan #3 (unharmed) 12 Not!Robert #3 (unharmed) 9 SFX (unharmed, 3 HP) 8 Rev (unharmed, 4 HP) 7 Station Peacekeepers (2 minions) 5 Not!Megan #1 (unharmed) 5 Not!Robert #1 (unharmed) Okay, so once again Lawrence will provide Improved Initiative 2; Speed 4 and Quickness 4 to SFX and Rev That will bump both up to 16 initiative (would actually be 17 for SFX, but because she is getting jumped ahead starting on 16, we will go with that number). So, either SFX or Rev can go (technically should be Rev, as she has the higher initiative bonus (and Dex).
Supercape Posted February 12, 2018 Posted February 12, 2018 (edited) Move Action: Grab hold of Lawrence. Standard Action: Throw down an illuminating flare jet! Blast Area Burst Dazzle 8. I guess that might hit Zhu and Lawrence, but its not permanent! (And Rev has immunity) Edited February 12, 2018 by Supercape
Thevshi Posted February 12, 2018 Author Posted February 12, 2018 Man, so many rolls to make. Lawrence saves vs the AoE, making it with a 23, he has Evasion, so that is all he needs to roll. Not!Megan #1: misses roll vs AoE, but still makes roll vs Dazzle. Not!Megan #2: makes save vs AoE, so only needs to beat a 14 for the Dazzle, but still misses that save. Not!Megan #3: misses first save; but makes second save. Not!Megan #4: makes AoE save; makes reduced dazzle save. Not!Robert #1: misses first, but still makes dazzle save. Not!Robert #2: makes first save, and makes makes dazzle save. Not!Robert #3: makes first save; and makes second. Not!Robert #4: makes first save; and just makes second. Station Peacekeepers: 19 and 9, so one makes the first save, one does not. But both miss the save vs the dazzle effect. Not going to roll for all the bystanders, some might have avoided, but most did not. Need two reflex saves for SFX Blaze, first is DC 18. If she makes that, the second is DC 14, if not the second is DC 18 as well.
BlazingCoconut Posted February 12, 2018 Posted February 12, 2018 Reflex Save #1... missed it by that much! 1d20+6=17 Reflex Save #2... missed it as well. 1d20+6=17
Thevshi Posted February 12, 2018 Author Posted February 12, 2018 Ouch. So, you are blinded now, but can make a Fort save each round to overcome the dazzle (+1 each successive roll). And, SFX is up!
BlazingCoconut Posted February 12, 2018 Posted February 12, 2018 (edited) So that means SFX is up and Blind. Fortitude Save: 1d20+8=28 - Regains sight next round Free Action: Switch Create Array to Senses (so she can see mentally) Free Action: Stunt the Device to change Confuse 10 (Burst) to Confuse 10 (Burst, Selective Attack, Action [Full]) Move Action: N/A Standard Action: Confuse 10 Burst, selective on anyone not named Rev or Lawrence or is not aggressively advancing on us DC20 -1 HP for the Stunt. Edited February 12, 2018 by BlazingCoconut
Thevshi Posted February 12, 2018 Author Posted February 12, 2018 The Confuse, has no effect on the not!people.
Thevshi Posted February 13, 2018 Author Posted February 13, 2018 While we wait for the IC post, NM#2 will fire at where she recalled Rev to be but misses. NR#2 will fire at Rev as well, he hits, so DC 20 Will save for Rev. NM#3 will fire at SFX (who thankfully has her full defense thanks to activating her spatial awareness), Power Attacking (-2 atk/+2 dam) and misses. NR#3 will also fire at SFX and power attack as well, he hits, DC 22 Will save for SFX. The two station police are not going to start shooting blindly, but they are doing other things that do not require rolls. NM#1 will turn around and shoot at the peacekeeper that calls for backup, power attacking and taking 10 to hit. He has to make a DC 22 Will save and badly fails and is paralyzed. NR#1 will fire at Rev, also hitting so another DC 20 Will save for Rev.
Supercape Posted February 13, 2018 Posted February 13, 2018 (edited) Will Saves: 2#1d20+7 15 23 that looks a bit meesy but its 15 and 23... Edited February 13, 2018 by Supercape
Thevshi Posted February 13, 2018 Author Posted February 13, 2018 Do you want to reroll the first one, or be paralyzed?
BlazingCoconut Posted February 13, 2018 Posted February 13, 2018 Will Save 1d20+8 = 13 Reroll with a HP... Will Save 1d20+8 = 22 -1 HP
Supercape Posted February 13, 2018 Posted February 13, 2018 Paralysis effect? Actually, I think Ill go for paralysis. Lets see how this plays out being pasted. I have a feeling that they are pretty outclassed now anyway
BlazingCoconut Posted February 13, 2018 Posted February 13, 2018 I think you are probably right... still, babysitting! Can't give up!
Thevshi Posted February 13, 2018 Author Posted February 13, 2018 Go ahead and make another Will save for the next round (at +1 on the roll) to see if you shake off the effect.
Supercape Posted February 13, 2018 Posted February 13, 2018 Will Save to shake off paralyse: 1d20+8 25 yes indeed
Thevshi Posted February 13, 2018 Author Posted February 13, 2018 Round Two 16 Lawrence (unharmed, fatigued) 16 Rev (unharmed, 4 HP, paralyzed (2d round)) 16 SFX (unharmed, 1 HP, dazzled recovered this round)) 13 Not!Megan #2 (unharmed, dazzled (2d round)) 13 Not!Robert #2 (unharmed) 12 Not!Megan #3 (unharmed) 12 Not!Robert #3 (unharmed) 7 Station Peacekeepers (2 minions; both dazzled (2d round), one paralyzed (2d round)) 5 Not!Megan #1 (unharmed) 5 Not!Robert #1 (unharmed) Okay, back to Rev, she becomes unparalyzed per your roll, so she is up.
Supercape Posted February 13, 2018 Posted February 13, 2018 Move Action: Grab Zhu Standard Action: Fly into the air! (200K') Im presuming that as she grabbed Lawrence previous round, thats all ok (and she should be strong enough to manage comfortably)
Supercape Posted February 13, 2018 Posted February 13, 2018 (edited) Notice: 1d20+4 5 Flying N Edited February 13, 2018 by Supercape
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