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Posted

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.

 

  • 1 month later...
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Posted

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. 

  • 1 month later...
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Posted (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 by RocketLord
Posted

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

Posted

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!

  • 3 weeks later...
Posted

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

  • 2 weeks later...
Posted (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 by RocketLord
Posted

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?

Posted

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)

Posted (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 by RocketLord

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