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  • 4 weeks later...
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Posted (edited)

Can I get another notice check, to see if you notice that they're being followed? DC25.

 

And Initiative roll, while we're at it.

Edited by RocketLord
  • 2 weeks later...
Posted

Justice: 1d20+2 = 19 (no armor on to boost it, yet)

 

Enemy: 14

 

So!

 

26 - Emerald Spider - 1HP - Unharmed

19 - Justice - 1HP - Unharmed

14 - Enemy - Unharmed

 

I'll do a pre fight post with Justice and the enemy, then you're up

Posted

That's a hit, Enemy Reflex: 12, fail by 7, bound and helpless.

That's a bit too early for him to go down, I think, so you'll get a HP and the bad guy evades the snare.

 

Justice:

Free action: Activate Justice Driver

Move action: Draw Justice Buster

Standard action: Fire Justice Buster at bad guy: 1d20+11 = 28

 

That's a hit, so DC20 TOU save for the bad guy: 23, made it.

Posted

Enemy action:

 

Standard action: Fire a blast in an area cone that hits both Emerald Spider and Justice. TOU DC19 with Penetrating 4, reflex DC14 to make that a TOU DC17.

  • 2 weeks later...
Posted

That's a miss.

 

Justice is dazed, so no action there.

 

Enemy: 

Move Action: Moves up close to Emerald Spider.

Stanrdard Action: Swings a bone spiked arm at Emerald Spider: 21

That's a hit, so a DC25 TOU save, w. Penetrating 4.

 

26 - Emerald Spider - 2HP - Unharmed

19 - Justice - 1HP - Bruise (x1)

14 - Enemy - Unharmed

 

And you're up.

Posted

That's a miss!

 

Justice moves in close and attacks with a Justice Kick: 1d20+6 = 21

That's a hit, and a DC25 TOU save for the bad guy.

 

Enemy TOU: 20, a daze and a bruise.

 

Unfortunately for Justice, the Enemy got Strike 4 with Aura, so Justice needs a TOU save vs DC19: 1d20+8 = 19, just made it.

 

The enemy is dazed, so ES is up.

 

26 - Emerald Spider - 2HP - Unharmed

19 - Justice - 1HP - Bruise (x1)

14 - Enemy - Dazed, Bruise (X1)

  • 2 weeks later...
Posted

Yep, that's a miss. 

 

Justice uses a move action to switch to the Blaster Armor and takes a shot with the Enhanced Blaster: 1d20+9 = 22

That's a hit, a DC22 TOU save for the baddie. 

 

Enemy TOU: 20, he gets another bruise

 

Since Justice is still in melee, he goes for her with a melee attack: 17, not enough to hit Justice. The aura doesn't trigger, since it doesn't connect.

 

26 - Emerald Spider - 2HP - Unharmed

19 - Justice - 1HP - Bruise (x1)

14 - Enemy - Bruise (x2)

 

You're up.

Posted

That's a hit!

Reflex save to avoid being blinded: 17

He's blinded!

 

Justice jumps back out of reach and shoots with the Enhanced Blaster again vs DC22: 1d20+9 = 15

 

A hit, and TOU from the enemy: 12, staggered and dazed. 

Only gets a fortitude save vs DC20 to stop being blinded: 16

NOPE, still blind.

 

26 - Emerald Spider - 2HP - Unharmed

19 - Justice - 1HP - Bruise (x1)

14 - Enemy - Bruise (x2), Blinded (Flatfooted defense -2), Staggered, Dazed (until next turn)

 

ES is up.

  • 4 weeks later...

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