RocketLord Posted August 31, 2019 Author Posted August 31, 2019 A hit! Reflex save vs. Snare DC19: 17, caught and entangled! Justice keeps her distance and fires and Enhanced Justice Shot: 1d20+9 = 17, which is a hit. Enemy TOU save vs. DC26: 21, fail by 5, so he's out, and combat ends for now.
Tiffany Korta Posted October 8, 2019 Posted October 8, 2019 Peri will do a Sherlock scan to spot any clues and such Investigate: 1d20+10 15 and Notice Roll: 1d20+15 26
RocketLord Posted October 9, 2019 Author Posted October 9, 2019 There's the logo for the nearby warehouse on the bone man's pants. There appear to be blood on his shoes and on some of his bones, though whether its his own or others is hard to tell.
RocketLord Posted November 13, 2019 Author Posted November 13, 2019 Can I get a Search check for finding other ways into the place?
RocketLord Posted November 18, 2019 Author Posted November 18, 2019 Justice's Search: 1d20+8 = 28 IC coming with results.
RocketLord Posted January 10, 2020 Author Posted January 10, 2020 (edited) Alright, bone guy is back in action, and he's mean and he's pissed off and beefed up! Thanks to ES, the heroes are ready and skips surprise round, so let's see some initiative! Edited January 10, 2020 by RocketLord
RocketLord Posted January 15, 2020 Author Posted January 15, 2020 Since enough time has passed, I'll get two rolls to try getting rid of that bruise, vs DC10: 13 Made it on the first one Monster Initiative: 9 Justice Initiative: 13 You're up first, then! The bad guy seems pretty clearly stronger than before! 16 - Emerald Spider - 2HP - Unharmed 13 - Justice - 1HP - Unharmed 9 - Enemy - Unharmed
Tiffany Korta Posted January 15, 2020 Posted January 15, 2020 Emerald Spider will start by trying to snare him Attack Roll (Snare): 1d20+10 28, DC 19 Ref save for him!
RocketLord Posted January 16, 2020 Author Posted January 16, 2020 Nice hit. Ref save: 9 Wrapped up, bound and helples, but the monster still got his spikes all over dealing damage to anything around him, like the snare. So give me a DC24 TOU save for the Snare!
RocketLord Posted January 31, 2020 Author Posted January 31, 2020 Alright, I'm just gonna roll the Snare TOU then: 26, made it. Justice shoots at the monster, who has no dodge bonus and -5 to his defense from being helpless: 29 Very much a hit. Monster rolls TOU vs DC21: 14 Fail by 7, Bruise and Dazed. You're up! Please roll a TOU for the snare, since it touches on your turn. 16 - Emerald Spider - 2HP - Unharmed 13 - Justice - 1HP - Unharmed 9 - Enemy - Bound & Helpless, Bruise (x1), Daze until its turn
Tiffany Korta Posted February 1, 2020 Posted February 1, 2020 Emerald Spiders Toughness Save: 1d20+10 22
RocketLord Posted February 2, 2020 Author Posted February 2, 2020 A bruise/injury for the snare, but it still holds. What are you gonna do?
Tiffany Korta Posted February 2, 2020 Posted February 2, 2020 Emerald Spider will fire off some Spdr Blasts Attack Roll: 1d20+10 24.
RocketLord Posted February 5, 2020 Author Posted February 5, 2020 That's a hit. TOU: 26 Makes the save. Give me an IC.
RocketLord Posted February 17, 2020 Author Posted February 17, 2020 (edited) Justice shoots again, going for a +2DC/-2ATK Power Attack this time: 16 That's a hit. Monster rolls TOU vs. DC23: 32 Completely blocked. Monster is undazed and attacks the snare, giving the Snare a DC26 TOU save: 18 Fail by 8: Injury to the Snare And a Save vs DC24 from his spikes: 9 And Snare's disabled, the monster is free! 16 - Emerald Spider - 2HP - Unharmed 13 - Justice - 1HP - Unharmed 9 - Enemy - Bound & Helpless, Bruise (x1) Edited February 17, 2020 by RocketLord
Tiffany Korta Posted February 17, 2020 Posted February 17, 2020 I want to do something with one of the container, so just to check with her Super-Strength of 38 (about 4,800 lb or just over 2 tons) would she be able to lift it up and maybe drop it on him?
RocketLord Posted February 18, 2020 Author Posted February 18, 2020 She would be able to do that, yeah!
RocketLord Posted February 21, 2020 Author Posted February 21, 2020 Justice backs off, landing on a nearby container. Prepares an action to shoot at the bad guy if he breaks out. Now trapped, the monster hits the container to try and break out. The container gets a +10 TOU vs. DC27: 30 Alright, that was awesome, he's trapped for the moment. @Tiffany Korta, you're up. 16 - Emerald Spider - 2HP - Unharmed 13 - Justice - 1HP - Unharmed 9 - Enemy - Bruise (x1), Trapped in Container (TOU+10)
Tiffany Korta Posted February 27, 2020 Posted February 27, 2020 Notsure how yo want to model this, but ES will reinforce the container to make it harder for him to bust out of.
RocketLord Posted February 27, 2020 Author Posted February 27, 2020 (edited) Let's count it as layering snares on top of it. Each application adds +1 TOU, which might make it last a bit longer! If you manage to layer a total of 3 Snares on the container before he breaks out, he'll start getting hit by a rank 10 Suffocate effect. Justice grabs some X-Ray goggles from her utility belt and slaps over her armor, adding this power: Super-Senses 4 (Penetrates Concealment, Visual) [4PP] (H.U.D., Computer Analysis, Technology) That's her move action, and for her standard, she shoots in front of herself and starts using indirect to shoot at the bad guy while he's inside the container, which should catch him off guard: 29 Well, hits no matter what! DC21 TOU save for the bad guy: 16 Actually got lucky there! Bruise and a daze, and you're up 16 - Emerald Spider - 2HP - Unharmed 13 - Justice - 1HP - Unharmed 9 - Enemy - Bruise (x2), Trapped in Container (TOU+11) (1 Snare applied) Edited February 27, 2020 by RocketLord
Recommended Posts