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Glitter and Gold OOC


RocketLord

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Free action: Switching to 5-D form nand gaining quickness 5 (x100 speed) which should be enough for a quick change as per IC. 

 

Then dashing out ready to take 10 (accurate +2 attack roll for 17, and a DC 28 Tough save if hits) on any minion!

 

And of course, the very beginnings of psychosis!

 

 

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Gunmen: 12 came in, 2 down, 10 remaining, including leader.

 

Gunmen minion initiative, just rolling them as one: 15

Gunman Leader: 18

 

20 - Captain Cosmos - 1HP - Unharmed

18 - Gunman Leader - Unharmed

15 - 9x Gunmen Minions - Unharmed

 

You're in front of the leader, while the rest of the gunmen are scattered around the room! Better move fast, before they start shooting hostages! 

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Ok, Im going to assume the gunmen are two spread out to get with an AoE cone. 

 

More worrisome is there are a lot of gunmen here and Cap isn't really skilled at taking down large groups. Still, them are the breaks. 

 

So he will something a little peculiar. He is going to punch a hole in the floor (I am going to presume this is not the ground floor, at least is not a ground floor with no basement) below him and the Gunman leader so hopefully they both fall through and get out of sight!

 

Attacking the floor to make it a DC 30 Toughness save. or, if you feel p167 applies (I think it does, but your call) its a full round action and the floor makes a save at a fixed 5+its toughness rating (no roll) vs 34 (adding Caps four ranks of super strength). I hope thats enough to disable the floor (i.e. punch a hole in it) - if my calculations are correct it would need a toughness of 19 to do so which would be a super-alloy! (but GMs call of course!)

 

Ill proactively make a toughness roll for Buddy's fall if needed (he has flight, but he is going down with the ship to make it look like they have both gone down): Tough vs Fall: 1d20+15 22 should be enough!

Edited by Supercape
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You're on the top floor, in fact! I agree that the Breaking Objects apply, and the floor can't take a hit like that, so down you go!

 

Floor below is not especially high to the ceiling, so that's a 25 foot fall, so DC17 Tou saves, which you makes. Gunman leader Tou roll: 25 Made it!

 

Move action to change weapons, Standard attacking to shoot with his assault rifle: 14

And he misses!

 

I'm guessing you're still 4-dimensional and can see through walls: The other 9 gunmen each grab a hostage.

Edited by RocketLord
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That's a hit. Toughness Save: 22

Fail by 6, so a bruise and a daze.

 

If you want to get close enough to the gunman, you'll have to move into the line of sight again

 

The 9 gunmen move closer, each with their hostages, looking into the hole.

 

20 - Captain Cosmos - 1HP - Unharmed

18 - Gunman Leader - Bruise (x1), Dazed

15 - 9x Gunmen Minions - Unharmed

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That's a miss! And gunman leader retaliates, trying to put some holes in the 2D form, backing away to put some distance in first: 25

Since the assault rifle got Autofire, that means a +5 bonus to save DC: DC25 TOU for you!

 

The gunman minions are positioned around the hole, so some might be able to see you. I'll roll for 5 of them. On a roll of 14 or higher, they will be at an angle where they can see you: 5#1d20: 5 # 11 [1d20=11] 10 [1d20=10] 2 [1d20=2] 15 [1d20=15] 13 [1d20=13]

One of them is positioned properly and can see you, and he fires his rifle: 23

Another hit with an assault rifle with Autofire, so that means a +4 bonus to save DC: DC24 Tou from the minion!

 

And I completely forgot before: +1HP for the heroic action of saving the gentleman from the gunman leader.

 

20 - Captain Cosmos - 2HP - Unharmed?

18 - Gunman Leader - Bruise (x1)

15 - 9x Gunmen Minions - Unharmed

Edited by RocketLord
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