Supercape Posted October 3, 2018 Share Posted October 3, 2018 (edited) ooc for this Edited October 4, 2018 by Supercape Link to comment
Exaccus Posted October 3, 2018 Share Posted October 3, 2018 Opposed forcefield roll! 1d20+10=24 Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 Opposed against the Powered Speed Boat! Opposed Roll: 1d20+6 13 it is stopped! Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 Can you throw me an initiative roll please! Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 Init: 2#1d20 12 17 as lazy rolls, which translates to 16 and 21 respectively. But lets see if you would like a verbal retort first! Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 Round 1 21 - Shockers [6] 19 Dr D - Unharmed 16 Captain - Unharmed The shockers will get into the water and start moving, firing as they do so: : 6#1d20+6 14 24 25 8 25 26 which is a nasty set of rolls. These are damage 6 penetrating electricity effects. I maje that a very unfortunate 3 hits (DC 21 each) and one crit (DC 26!) Link to comment
Exaccus Posted October 3, 2018 Share Posted October 3, 2018 4#1d20+10 Hmm not looking so good....may i spend the HP for an instant counter? Forcefield dome? Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 That is a reasonable instant counter. Opposed: 1d20+6 25 I am sorry - very very good rolls. If you can match that, the shocks go away! Link to comment
Exaccus Posted October 3, 2018 Share Posted October 3, 2018 (edited) 1d20+10=23 Alas no cigar On an aside minions cannot crit so at least i have that goin for me potentially Edited October 3, 2018 by Exaccus Link to comment
Supercape Posted October 3, 2018 Author Share Posted October 3, 2018 Ah yes I forgot! (phew!) Ill waive the HP cost for instant counter as it was so bloody brutal and, to my mind, qualifies as an "awful result". So DC 21 Tough Saves x4 you get: 15, 22, 14, 15. Enough for three bruises and a daze! Do you wish to post that horror? In addition, I think you need a concentration check. As you are probably only using 1 rank, its a DC 11 COncentration check. If failed, its a splosh in the water so relatively low DC 16 Tough Check. Dr Deoxy - 1 HP - Bruised x3 Link to comment
Exaccus Posted October 4, 2018 Share Posted October 4, 2018 (edited) Concentration check! 1d20+2=12 Edited October 4, 2018 by Exaccus Link to comment
Supercape Posted October 4, 2018 Author Share Posted October 4, 2018 Round 2 21 - Shockers [3] 21 - Shockers at base [3] 19 Dr D - Bruised x3, 1 HP 16 Captain - Unharmed So splitting the Bruisers and the Captain who will progress (the Captain flying!) to the main base. That leaved Dr D in the lapping waves with three shockers around him. Who will again fire... Fire at Dr D: 1d20+6 18 missing, and lets do the other two together this time (idiot me) Blast Dr D: 2#1d20+6 7 23 one of them hits, another DC 21 Tough Save. Also, Dr D may make a Knowledge [Behavioural Sciences] check DC 20 The shockers look rather blank faced and...well...stupid. It as if they have some brain damage! They are not complete idiots but seem to be totally dedicated and focussed on the task, and lack creativity or spark Link to comment
Exaccus Posted October 4, 2018 Share Posted October 4, 2018 (edited) Toughness save! 1d20+7=27 Behavioural science 1d20+15=21 Free action: change evolving tech to radial blast, keeping boosters on other array. Move action to center on left behind shockers. Standard action: taking 10 for 20 against their defense, DC25 toughness save (autofire) Move by action to catch up to them who left and surge to do the same to them. Assuming i can't also get the captain (who i can't take 10 against) Edited October 4, 2018 by Exaccus Link to comment
Supercape Posted October 4, 2018 Author Share Posted October 4, 2018 Ok, all that works, leaving... Doctor Deoxy - Fatigued, Bruised x3, 1 HP Tough Saves: 6#1d20+6 7 14 25 13 14 18 I figure, as they have a defence of 6, its a +2 DC, making total DC 27, which means that actually they all go down! Link to comment
Supercape Posted October 4, 2018 Author Share Posted October 4, 2018 So the Captain will respond by maintaining his position twenty feet from the ground and out of melee range (a move or free action but who is counting? ) Standard action, FIRE! Shoots Electricity: 1d20+8 11 Miss! Link to comment
Exaccus Posted October 4, 2018 Share Posted October 4, 2018 (edited) Gonna try capture cells! 1d20+10=14 haha not a good day for shooting! Move action to zip away into cover! Edited October 4, 2018 by Exaccus Link to comment
Supercape Posted October 4, 2018 Author Share Posted October 4, 2018 (edited) So the Captain will shoot electricity again! Shoots Electricity: 1d20+8 11 And as a move action! Zam! Poof! Teleport! As this is some distance away, a notice roll needed! I cant see any extended super senses, so DC 20 to spot him. Round 3 I think 19 Dr D - Bruised x3, 1 HP 16 Solar Flare - Unharmed, 500' Away Edited October 4, 2018 by Supercape Link to comment
Exaccus Posted October 4, 2018 Share Posted October 4, 2018 Notice check! 1d20+6=9 I will ready an action to radial blast the moment he makes himself known Link to comment
Supercape Posted October 4, 2018 Author Share Posted October 4, 2018 ok! Lets drop out of combat for now. Link to comment
Recommended Posts