Exaccus Posted March 20, 2018 Posted March 20, 2018 (edited) OOC for this Tagging @Supercape and @Azuth65 Edited March 20, 2018 by Exaccus
Exaccus Posted March 24, 2018 Author Posted March 24, 2018 Cape Spoiler you here the red head man mumble "Finally!"
Azuth65 Posted March 26, 2018 Posted March 26, 2018 Any rolls needed to take the bollards mentioned in chat and either fill or block off the entry into the locomotive's cab? If not, I'll get an IC up.
Exaccus Posted March 26, 2018 Author Posted March 26, 2018 Nah. they easily fall into your Move objects weight range and they've got steel cores too! feel free to IC up and then we'll roll initiative!
Supercape Posted March 26, 2018 Posted March 26, 2018 In that case ill proactively roll initiative! Initiative: 1d20+10 23
Exaccus Posted March 27, 2018 Author Posted March 27, 2018 Ok! Cow boy Minions! 1d20+2=12 Calamity Carl 1d20+10=11 Sundance Sam 1d20+6=9 Initiative is then Rev: 23 1HP Gauss: 17 1HP Minions: 12 Calamity: 11 Sundance: 9
Supercape Posted March 27, 2018 Posted March 27, 2018 move Action: Elongate Arms (in case she needs them!) Standard Action, Jet Fireball which due to [insert vague comic book reason here] is non-lethal. As discussed, avoiding Civvies with that, so a Damage 8 Area effect (Reflex 18, Tough 23 / 19)
Exaccus Posted March 27, 2018 Author Posted March 27, 2018 (edited) Minions! Reflex 1d20+5= 8 and 13 Toughness 1d20+8=19 and 10 Both Destroyed! Calamity Carl Reflex save! 1d20+10=25 and with his evasion feat he shakes off the effect. Edited March 27, 2018 by Exaccus
Exaccus Posted March 30, 2018 Author Posted March 30, 2018 Following that, the three minions keeping their guns trained on the civilians move into the cover of wooden bank stands and peer out with guns in hand! the one left standing fromt he other group doesn't seem to respond to the command and instead carries on its assigned task of moving the gold from the vault for some reason! Two on Gauss as she just shot at Carl! Protect carl! 1d20+6= 12 and 10! both missing i imagine! One on Rev! 1d20+6=12 missing again! Now for calamity Carl! He's gonna split his shots between the two of you!Power attcking +2 / -2 1d20+12= 21 and 28 Please make a DC23 Toughness save! Rev Have a HP! Cause you're now doing the electric boogaloo from his Stormhammer revolvers! (piezoelectric blasters) you are Dazed! Sundance samantha is gonna level her Rifle at Gauss!1d20+8=15! So a miss!
Supercape Posted March 30, 2018 Posted March 30, 2018 Tough vs Cowboy: 1d20+10 21 bruised! (unless its lethal!)
Exaccus Posted March 30, 2018 Author Posted March 30, 2018 (edited) feel free to react ICly! new Initiative! Rev: 23 2HP Bruised and Dazed! Gauss: 17 1HP Minions (4 left): 12 Calamity: 11 Sundance: 9 Edited March 30, 2018 by Exaccus
Azuth65 Posted April 5, 2018 Posted April 5, 2018 Sorry, should have noted, going to try and ping Calamity again.
Exaccus Posted April 5, 2018 Author Posted April 5, 2018 ah well yes that hits! 1d20+8=23! so close! but you now know he has a forcefield effect a shimmering blue wave of energy rings out from where you hit him.
Exaccus Posted April 6, 2018 Author Posted April 6, 2018 (edited) Ok, since Rev is prone she has cover from the minions and the crooks so, target prioritization on the minions makes em shoot at gauss 3#1d20+6= 11, 21 and 12 1 hit! D21 toughness save please. Carl is going to use his Autofire damage to lay covering fire for Sam! (you can take a -4 to attacking sam or chance a DC23 toughness save to ignore it) Sam for her part is goinna try again, moving a bit further back and unloading another strange blast from the rifle! 1d20+8=24 Please make a DC18 fortitude Save Vs Being Stunned! Edited April 6, 2018 by Exaccus
Supercape Posted April 6, 2018 Posted April 6, 2018 Tough Save: 1d20+10 14 dazed again! (and bruised!)
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