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Wall the Build (OOC)


Supercape

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Posted

We will then proceed to the Wall who will charge the other goon full on. He is taking 10 on the attack roll so automatically hits, and the Goon cannot make the tough save, so he is down. 

 

We will maintain some semblance of initiative!

 

Round 2

21 - Kidd, unharmed, fatigued. 

15 - Justice, unharmed

15 - The Wall, unharmed

4 - Blowfish and GOons. 

 

Kidd will rush on ahead, taking the leave, even though he is fatigued now. 

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Posted

That comfortably hits - although the goon is under cover (+4 defence - precise shot 2 nullifies!)

 

And...Tough Save: 1d20+1 20 pow! he makes it! :(

 

The Wall will charge straight at Blowfish and the other goon. They have prepared attacks against such a charge and will thus fire:

 

Prepared pistol fire: 2#1d20+3 23 4 one hits. Fortunately for the Wall, minions cannot crit against non-minions. 

 

Tough vs Pistol: 1d20+8 20 the Wall comfortably makes the save. 

 

The Wall then crashes into another Goon (taking 10) and hitting, causing a tough save the minion cannot make (KOd)

 

Blowfish and the last Goon will fire at the Wall again on their round

 

Fire at the Wall: 2#1d20 2 14 both missing. 

 

Round 3

21 - Kidd, unharmed, fatigued. 

15 - Justice, unharmed

15 - The Wall, unharmed

4 - Blowfish (Staggered, Bruised)

4 - Goon, unharmed

 

Kidd will move to flank Blowfish and threaten him as per IC. 

 

Justice is up. 

 

 

Posted (edited)

Since the floor seems unfinished and weak, taking a shot at the floor under the Wall's feet, hoping that he'll fall at least partway through. He's tough, he should be able to handle it. Attack roll: 1d20+11 = 13

Wow, that was bad. Well, it is a floor. Let's see what happens! Could work as a warning shot!

Edited by RocketLord
Posted

Cant really miss the floor, and it is fragile enough to colapse. I will, however, give the Wall a Reflex Save DC 15 to avoid falling through.

 

Reflex Save: 1d10+5 11 and down he falls. 

 

Thats a good 10 foot fall, butthe problem is he is going to (As he is so heavy) fall through several flights. So Im giving him a net DC 20 Tough Save

 

Tough Save vs Fall: 1d20+8 11 dazed, bruised, injured! (And at the bottom of the building)

 

 

Posted

Also, I forgot to add for being so heroic saving Blowfish from death (And for general horrific situation!), a hero point!

 

Justice - 2 HP - Unharmed

 

Justice is up again!

Posted

The Wall does! That attack hits, and lets se what the toughness is!

 

Tough Save vs Blast: 1d20+6 20 enough to give him a third bruise, but not stop him. And he is charging at Justice!

 

CHARGE!: 1d20+8 15 will miss Justice. 

 

OK, its time now for some initiative rolls

 

For Wall, Kidd, Blowfish, Minion

 

Lazy Init Rolls: 4#1d20 12 13 1 1 very uninspired. 

 

With bonuses, that is 16, 18, 5 and 1. 

Posted

Moving out of the direct path of the whole that the Wall tore in the wall.

 

Readying another Justice Shot attack. Whoever attacks anyone else first among Blowfish, The Wall and the Goon. Power Attack Maneuver again: 1d20+9 = 28. DC22 Toughness if it hits.

Posted

Round 1 (ish)

 

22 - Justice - 2 HP - Unharmed

18 - Kidd

16 - Wall - Bruised x3

5 - Blowfish

1 - Goon

 

Kidd is delaying his action, so the Wall comes up next, and is thus hit by another Justice blast. 

 

Tough Save: 1d20+5 14 another daze, another bruise. 

 

Blowfish will bring out a knuckleduster from his jacket pocket, but not act. The Goon will panic and shoot the Wall

 

Shoots The Wall: 1d20+3 18 hitting for a DC 18 Tough Save

 

Tough Save: 1d20+4 20 but the Wall makes that save. 

 

Kidd is going to respond now by shooting the Goon

 

Shoot the Goon: 1d20+12 19 easily hitting, DC 20 Lethal Damage toughness

 

Tough Save vs Shotgun: 1d20+2 13 bruised, injured, dazed. 

 

Round 2

22 - Justice - 2 HP - Unharmed

18 - Kidd - Unharmed

16 - The Wall - Bruised x4

5 - Blowfish - Unharmed

1 - Goon - Bruised, Injured [Dazed this round]

 

 

 

Posted

Have a Reflex Roll

 

DC 20 to catch on to the side of the hole, avoiding the fall. DC 15 to half the fall / impact damage. 

 

Lets call the fall a damage 6 effect (its less than 60 feet, but there is plenty of hard concrete and jutting girders to make it more perilous)

Posted

Going to try to get up with an acrobatics roll for help. See if I can jump up, get up there. 

Let me know if I need to roll more, or it doesn't work at all: 1d20+8 = 25

If Justice makes it up this turn (or if the Wall looks down the hole), Justice will take a shot at him with the Justice Buster: 1d20+11 = 18. DC20 Toughness if it hits, if Justice gets the chance for even taking the shot.

Posted

That looks good to me. Its probably a stretch to say she gets up this round, but lets move out of combat anyway!

 

In any case, you have the headstart on the Wall, who is having to go up the stairs again!


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