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Supercape

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Posted

Move action: Accurate Short Range Teleport into the power plant

Free Action: Switch to cloaking device

Other action: start looking for Ether, want to get a surprise attack on the Dr

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Posted

OK I will give Ether a DC 20 Notice check to spot you teleporting in (the point where you teleport in and switch array). I could argue for lower, as thats the penalty of having stealth out of an array, but he is distracted!

 

Notice: 1d20+5 22 but bam, he spots you. Now, that means he spots you arrive, but he still can't sense where you are with the stealth field active!

 

Lets play out what happens, but as you have the drop on him, you can have initiative (and he will be flat footed first round) when you decide to spring into combat. 

Posted

That hits him as he is flat footed. 

 

Tough Save: 1d20+12 25 and he is bruised!

 

In response, he will release a burst of anti-cohesion metanull zero energy (or something like that!)

 

This is a Drain 10 (Toughness) Effect Burst Area. So DC 20 Reflex first, and then either a DC 20 or DC 15 Fort Save vs the Drain!

Posted

Bringing Delta down to 3 HP!

 

Tough Save: 1d20+11 31 well, looky there!

 

Ether is going to use extra effort to control his corrosive energies...bringing a thick coating of dust down from the ceiling, and thus countering Delta's invisibility!

 

For reference

 

Delta - 3 HP - Unharmed

Ether - Bruised, Fatigued

Posted

Tough Save: 1d20+12 20 with a bruise makes 19 - so he is dazed and another bruise!

 

To keep track, im putting us into arbitrary init!

 

Round 3

Delta - 3 HP, Unharmed

Ether - Bruised x2, Fatigued.

 

Meaning Delta is up!


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