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Like A Wagon Train Out Of Hell (Terminus Invasion 2018) OOC


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Posted (edited)

Good evening. Tonight we're using these falcons: https://www.freedomplaybypost.com/topic/3892-aas-oddballs/?do=findComment&comment=161183

 

For sake, the falcon numbers will be placed here: 

 

Spoiler

 

STR 24 (+7)

DEX 10 (+0)

CON n/a

INT 10 (+0)

WIS 10 (+0)

CHA 10 (+0)

 

ATK: +4 (+6 Pike Blast, +7 melee)

DEF: +7 (+2 flat-footed)

Init: +0

Grapple: +14

 

TOU +7 (+7 Protection)

FORT n/a

REF +4 (+0 Dex, +4)

WILL +4 (+0 Wis, +4)

 

Intimidate 12 (+12)

Notice 10 (+10)

Sense Motive 5 (+5)

Stealth 5 (+5)

 

Attack Focus: Melee 3

Dodge Focus 3

Fearless

Startle

 

Device 4 (Power Pike, Easy to Lose, PF: Restricted [Omegadrones]) [13 pp]

Blast 8 (PFs: Accurate, Improved Crit, Incurable) [19+1=20 pp]

AP: Damage 0 (Extras: Penetrating 7, Vampiric 7, PFs: Extended Reach, Improved Crit, Incurable, Precise, Takedown Attack)

Flight 3 (50 MPH/500 fpr) [6 pp]

Immunity 40 (Fortitude Saves, Mental Effects) [40 pp]

Protection 7 (Extra: Impervious 7) [14 pp]

Super-Senses 3 (Darkvision, Radio) [3 pp]

 

Their falcon initiative: 11.

 

As they have overcome your Perception they have a Surprise Falcon Round. They attempt to block the road by shooting the leading cars: 

Using Full-Size Car from the Core Rules for this, DEF of +8 and TOU of +9. Their Attacks: 18, 17, 22. So two hits and one miss. Those hit make DC23 TOU saves: 28, 24.

 

6 cars in the lead, you need to keep at least 1 lane clear so the wreckage isn't impossible to readily deal with. 

 

@Vorik @Thunder King Give your Initiative rolls and first three rounds of actions for the encounter, please.

 

Edited by Ari
Breach with the given reality.
Posted

Initiative is 13 

 

Prism is going to shoot some omegadrones. When they're out of the area, she'll use her create object power to move whatever's in the way out of the way so they can continue with the evacuation. (subject to change depending on what Vorik decides to do)

Posted

In that case, 

 

Round list:

 

@Vorik : Mannequin: Unharmed, 1HP

@Thunder King : Prism: Unharmed, 2HP

Omegadrones(x3): Unharmed(x3)-GM

 

Yes, the 'drones are counted as metal objects due to the extensive cybernetic enhancements.

 

Make three rounds' worth of actions, Attacks, Power Stunts, whatever you think most useful. 

 

The 'drones can be considered to be directly above you, 300ft up.

Posted (edited)

Hrmm... 1st turn going to Launch an arm into the air and have it spray some Adhesive Goo at the group. Its a Cone Area so Im not sure if I can line up all of them in the arc but going to try.  Here is the save.

Adhesive Goo              Ranged   DC 19/14 Reflex          Entangled

 

2nd turn I'll Just Shock Punch one of them with priority being a non-entangled.

Shock Punch DC 25 Toughness, DC 20 Fortitude 22

 

3rd turn I'll do the same as the 2nd turn.

Shock Punch DC 25 Toughness, DC 20 Fortitude 15

Edited by Vorik
Posted

First hit hits(assuming this is the same one Mannequin Snared and grounded).

Surpasses Defence by 6, so +3 to DC, makng it a DC28 Toughness save: 14. Failed by 14, -1 from the Injury makes that a 13, so failed by 15. Already Staggered, so the 'drone is killed.

 

Two left, who make further attacks on the convoy, vs. 18 Defence: 23,25, both hit. DC23 Toughness saves: 29, 14. One withstands, the other is Injured(x1).

 

Round 1 done, next rounds will be posted in a moment.

Posted

Round 2:

 

Mannequin: Unharmed, 1HP

Prism: Unharmed, 2HP

Omegadrones(x2): Unharmed(x2)-GM

Lead Cars(x6): Unharmed(x5), Injured(x1)-GM

 

Mannequin's Shock Grasp hits, DC25 Toughness save: 22. Failed by 3, Bruised and Injured(x1).

 

Prism's light blasts hit, exceeds Defense by 9. DC25 + 4, DC29 Toughness save: 16. Failed by 13, Staggered, Dazed, Bruised(x2), Injured(x2)

 

Omegadrone #3 attacks the Injured lead car: 8. Miss.

 

Round 3 will follow in a moment.

Posted

Round 3

 

Shock Punch and light blast miss, 

 

Omegadrone 1 is Dazed and takes no action, Omegadrone 3 blasts at the Injured lead car yet again: 8. Missed again.

 

Next three rounds, please.

Posted

Okay. 

 

New initiative order:

 

Prism: Unharmed, 2HP

Omegadrones(x2), Unharmed(x1), Staggered(1x1), Bruised(1x2), Injured(1x2)-GM

Gauss: Unharmed, 3HP

 

I'll post for the Omegadrones and Mannequin's actions, @Thunder King and @Azuth65 would you post Prism's actions and Gauss's arrival?

Posted

Moving right along.

 

Round 4,

 

Omegadrone 1 makes an attack on the more damaged of the lead cars: 22, hits. DC23 Toughness save: 19, failed by 4, Bruised and Injured again, both (x2).

 

Omegadrone 3 also takes a shot at it: 16. Miss. Rattled brainbox will do that.

 

Gauss's first shot misses.

Posted

Round 5

 

Omegadrones 1 and 3 both fire on the damaged lead car, both miss.

 

Gauss's second shot hits the more damaged 'drone. DC22 Toughness save: 9. Failed by 13, Omegadrone 3 is killed.

Posted (edited)

Round 6. A new challenger appears.

 

Their initiative roll: 21.

 

Order: 

 

Redshift: Unharmed-GM

Prism: Unharmed, 2HP

Omegadrone(x1): Unharmed-GM

Gauss: Unharmed, 3HP

 

Omegadrone 3 makes an attack on the now badly-damaged lead car: 27. Roll of 20 vs Defence +8, Critical hit. DC28 Toughness save: 17. Failed by 11. Disabled, Injured. 

 

Gauss's next shot misses the 'drone.

 

 

 
 

Redshift Racer

 

Owt Brynnes wasn't the smartest member of the Freedom Legion. She was easily the fastest, but it was thanks to constant work studying physical laws and testing her limits that kept her on the team. She struggled for every spec of speed, discarding technological means as too fiddly and eventually using chemical augmentation and electron dispersion treatments to unlock her true power. Owt was the one who, hearing L'Ree's plan, opened the dimensional barriers and stabilized the Terminus gate.

 

Power Level: 10 (150 PP)

Trade-Offs: +2 ATT/-2 DMG, +2 DEF/-2 TOU

 

Abilities: 2 + 6 + 4 + 8 + 6 + 4 = 30 PP

Strength 12 (+1)

Dexterity 16 (+3)

Constitution 14 (+2)

Intelligence 18 (+4)

Wisdom 16 (+3)

Charisma 14 (+2)

 

Combat: 16 + 16 = 32 PP

Attack: +8 (+14 Lightspeed)

Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed

Initiative: +19

Grapple: +9

Knockback: -5/-1

 

Saving Throws: 5 + 9 + 6 = 20 PP

Toughness: +10/+2 (+2 CON, +8 Protection)

Fortitude: +7 (+2 CON, +5)

Reflex: +17/+12 (+3 DEX, +5 Enhanced Reflex, +9)

Will: +9 (+3 WIS, +6)

 

Skills: 64r = 16 PP

Acrobatics 12 (+15)SM

Bluff 8 (+10)SM

Diplomacy 8 (+10)

Gather Information 8 (+10)

Knowledge (current events) 6 (+10)

Knowledge (physical sciences) 6 (+10)SM

Language (English [base], French)

Notice 8 (+11)

Sense Motive 7 (+10)SM

 

Feats: 23 PP

Acrobatic Bluff

All-Out Attack

Challenge (Fast Acrobatic Bluff)

Dodge Focus 6

Elusive Target

Evasion 2

Improved Initiative 4

Instant Up

Move-By Action

Power Attack

Quick Change

Redirect

Skill Mastery(Acrobatic Bluff, Bluff, Knowledge(Physical Sciences), Sense Motive)

Uncanny Dodge (auditory)

Well-Informed

 

Powers: 5 + 39 + 8 + 4 + 4 + 10 = 70 PP

Light and Natural descriptors

 

Immunity 5(Entrapment)[5PP]

 

Lightspeed, 31 PP Array (Power Feats: Accurate 3, Alternate Power 5) [39 PP]

 

  • Base: Blast 10 (Extras: Autofire 1, Power Feats: Improved Critical) [31 PP]
    Alternate Power: Dazzle (visual) 10 (Extras: Area Cone, Power Feats: Reversible) [31 PP]
    Alternate Power: Strike 9 (Extras: Targeted Area Burst, Selective Attack; Power Feats: Improved Critical 3(17-20), Mighty) [31 PP]
    Alternate Power: Enhanced Speed 12 (brings to Speed 16( to 1,000,000 MPH/10,000,000 ft. per round) [12 PP] + Enhanced Quickness 12 (brings to Quickness 16( to x250,000) [12 PP] + Enhanced Reflex 7 [7 PP]
    Alternate Power: Insubstantial 3 (light-based body; Extras: Affects Corporeal, Affects Others) [21 PP] + Flight 5 (250 MPH/2500 ft. per round) [10 PP]

            Alternate Power: Snare 12(Extras: Transparent; Flaws: Entangle Only; Feats: Obscures Senses 5(All senses, Slowdown))[29PP]

 

Protection 8 [8 PP]

 

Quickness 4(Physical Tasks) (x25) [4 PP]

 

Speed 4 (100 MPH/1000 ft. per round) [4 PP]

 

Teleport 5(Extras: Accurate; Flaws: Short-Range Only)[10PP]

 

Abilities (30) + Combat (32) + Saving Throws (20) + Skills (16) + Feats (22) + Powers (70) - Disadvantages (0) = 190/190 PP

Edited by Ari

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