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Gonna spend a HP to clear the Daze

 

Save vs DC21

 

1d20+8=24

Saved!

 

Save Vs DC26

1d20+8=16

 

that'd be a bruise and a Stagger! lets HP reroll that stuff!

 

1d20+8=23 Just a bruise!

 

 

time for a final huzzah!

 

gonna do an acid cloud!

DC20 for half, DC25/20 toughness Secondary effect and contagious

 

as that was the power is last used im going to switch the main array to obscure and go into fatigue to set it off. holding my punches to keep it to a street filling affair.

 

then ill move away to get into full cover.

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ok!

 

Edit: I forgot that the thugs that withstood the acid on my last turn gonna save again (against the normal DC whatever that means!)

 

For the acid cloud

 

begining this turn on acid sweat in the Chemical synthesis organs array as thats where i left it from last turn.

setting the applicator gauntlets array to add area (cloud) extra (free action)

then

1st Standard action to set it off.

50ft diameter cloud of acid (DC20 reflex for half, DC25/20 toughness vs damage)

 

then switching the main array to Pepper spray sweat (obscure 10 ( visual and olfactory)) as a free action

can't switch the seconday array again this turn so its staying on the (none applicable) Cloud extra

 

Surging for the 2nd standard action to use the obscure power.

Edited by Exaccus
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As we discussed, they save vs. the same DC that they got after passing the area reflex save, so 2x DC20 TOU: 16 14, they both go down! 3 Gang Group A left.

 

@Exaccus: Who do you attack? There's a Group B with each of you, and one near Ryu, and the 3 Group A goons.

 

19 - Venomax - 0HP - Bruise (x2), Fatigued

14 - Gang Group B Demons (x3) - Unharmed

11 - Visionary - 2HP - Bruise (x1)

8 - Takezumi Ryu - Unharmed

5 - Gang Group A (x8) - 3x Unharmed, 5x KO

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The group B demon covers Ryu, giving him a bonus to his saves: 16

TOU save: 34

 

Reflex for Group B demon near Ryu: 26

DC20 TOU: 30

 

With that done, the Group B demon that just protected Ryu pushes him back, out of the way to get out of the cloud.

 

The demons close to Visionary and Venomax attacks again.

vs. Visionary: 23, that's a hit. Give me a DC 27 TOU save.

vs. Venomax: 9, missing.

 

@Growth Spurt is up

 

19 - Venomax - 0HP - Bruise (x2), Fatigued

14 - Gang Group B Demons (x3) - Unharmed

11 - Visionary - 2HP - Bruise (x1), Pending

8 - Takezumi Ryu - Unharmed

5 - Gang Group A (x8) - 3x Unharmed, 5x KO

Edited by RocketLord
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@Growth Spurt: Alright, I'll let you do that over, so we can get it done in the right order.

 

First, roll your attack as normal: 1d20+Attack Bonus.

Then, if that hits, I'll roll a d20 for the guy that you hit. On a 11-20, you'll miss. I'll just do those hit/miss d20 rolls, since I'm doing the GM'ing. How exactly those are rolled can differ with the GM.

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Ryu takes the time to escape into a nearby restaurant.

 

The 3 remaining from group A all tries to fire at Venomax: 16 21 19

One hit, rolling miss on 11+: 2

@Exaccus: Give me a DC21 TOU save, and you're up.

 

19 - Venomax - 0HP - Bruise (x2), Fatigued

14 - Gang Group B Demons (x3) - Unharmed

11 - Visionary - 2HP - Bruise (x1), Pending

8 - Takezumi Ryu - Unharmed

5 - Gang Group A (x8) - 3x Unharmed, 5x KO

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  • 3 months later...

The Group B demon inside the restaurant continuse to shield Ryu.

The one by Venomax pushes his advantage and punches: 13, miss

The one by Visionary attemps to trip him: 23, that's a hit.

Trip check: 12

 

@Growth Spurt: Give me a Strength check vs. DC12 to see if you're tripped (spoiler, you're not!), then you're up

 

19 - Venomax - 0HP - Bruise (x3), Fatigued

14 - Gang Group B Demons (x3) - Unharmed

11 - Visionary - 2HP - Bruise (x1)

8 - Takezumi Ryu - Unharmed

5 - Gang Group A (x8) - 3x Unharmed, 5x KO

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