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Posted (edited)

The Tea Party guests swarm the area, trying to get hold of anyone on the ground! Treat is at a Rank 10 Area Snare!

 

@Dr Archeville @Growth Spurt Give me a DC20 Reflex save for the Area effect, then a DC20 or DC15 Reflex Save for the Snare effect, depending on whether you make the first save or not.

 

@EternalPhoenix you're up

 

As a general note: The Tea Party Guests are now swarming around Bill the Lizard, Protectron and Visionary. It might making hitting Bill harder.

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1)

21 - Dormouse - Unharmed

19 - Protectron - 4HP - Unharmed, Fatigued

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 2HP - Unharmed

6 - Tea Party Guests - 1 Snare Applied

Edited by RocketLord
  • 2 weeks later...
Posted

All righty then. Sonic Screech. Auditory Dazzle. Full Burst Area, so that's 250 ft. DC is 20 Reflex to halve, then 20 Reflex again to avoid if failed. DC switched to Fort if actually affected. But you know how Dazzles work. It's got Selective Attack, so her fellow heroes are not affected.

Posted

No need for rolling. Most of the people are affected, all seeming rather confused at the moment. The Tea Party Guests will skip their next turn due to their confusion.

Give me an IC, and I'll follow up with Bill and Dormouse.

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1)

21 - Dormouse - Unharmed

19 - Protectron - 4HP - Unharmed, Fatigued

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 2HP - Unharmed

6 - Tea Party Guests - 1 Snare Applied, Deafened, Skipping 1 turn

Posted (edited)

Forgot to do saves for Bill for Dazzle:

vs area: 20

vs Dazzle: 23

Bill avoids the dazzle.

 

Dormouse is elsewhere.

 

Bill the Lizard slashes at Protectron: 25

That's a hit, and Bill starts a grapple. @Dr Archeville give me a DC27 TOU and then an opposed grapple roll vs. 36

 

Dormouse appears from a portal next to Visionary and reaches out to touch him: 26, that's a hit. @Growth Spurt give me a DC21 Will Save vs. a Stun effect.

 

@Dr Archeville, you're up.

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1)

21 - Dormouse - Unharmed

19 - Protectron - 4HP - Unharmed, Fatigued

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 2HP - Unharmed

6 - Tea Party Guests - 1 Snare Applied, Deafened, Skipping 1 turn

Edited by RocketLord
Posted

Protectron gets a 24 on its Toughness save, which fails by 3, so that's an Injury.

 

For the Grapple check, that'll be a... 31!  That fails by 5, so Protectron is bound & helpless!  I'll let that stand for the moment.

 

Protectron's turn

Starting Conditions: 4 HP, Injured (x1), Bound/Helpless (by Bill), will be Fatigued at start of round.

 

Reaction: Spend HP to nix fatigue.  3 HP now.

Move Action: Attempt to Escape.  Protectron rolls a 30 on the grapple check.

Hrm.

Reaction: Spend HP to reroll.  (2 HP now).

Grapple check re-roll is... 45, much better.

Standard Action: Attempt to punch Bill, and -- if successful -- follow up with an Improved Grab.

Melee attack roll is 22.  (Better than the 16 I got last round!)

If that hits, Bill will need to make a DC 27 Toughness save.

In addition, Protectron will start its own grapple (as a Reaction) against Bill, getting a 32 on the grapple check.

 

End of Round: 2 HP, Injured (x1).

Posted

Bill can't beat 45 on the grapple escape roll, so you're free.

That is a hit, so rolling TOU: 31

Grapple vs. Protectron's attempt at grappling: 37

 

Bill is not going down!

 

@Tiffany Korta is up!

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1)

21 - Dormouse - Unharmed

19 - Protectron - 2HP - Injury (x1)

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 2HP - Unharmed

6 - Tea Party Guests - 1 Snare Applied, Deafened, Skipping 1 turn

  • 2 weeks later...
Posted (edited)

which makes it a 26 with +10 since you rolled a 9, you make the save.

 

That's a hit. Ref save: 26

Makes the save.

 

Justice moves closer, and goes for Dormouse near Visionary with an Indirect 3 Electric Blast: 22

That's a hit.

 

DC21 TOU save for Dormouse: 25, makes it.

 

@Growth Spurt is up

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1)

21 - Dormouse - Unharmed

19 - Protectron - 2HP - Injury (x1)

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 1HP - Unharmed

6 - Tea Party Guests - 1 Snare Applied, Deafened, Skipping 1 turn

Edited by RocketLord
Posted

That's a miss. The Tea Party Guests skip this turn, but it seems like the White Rabbit is up to no good!

 

@EternalPhoenix, you're up!

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1)

21 - Dormouse - Unharmed

19 - Protectron - 2HP - Injury (x1)

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 1HP - Unharmed

6 - Tea Party Guests - 1 Snare Applied, Deafened

Posted

TOU: 19, staggered and dazed.

 

I'll follow up with a GM after your IC.

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1), Staggered, Dazed

21 - Dormouse - Unharmed

19 - Protectron - 2HP - Injury (x1)

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 1HP - Unharmed

6 - Tea Party Guests - 1 Snare Applied, Deafened

Posted

Protectron

 

Starting Conditions: 2 HP, Injured (x1).

 

Free Action: Extra Effort to stunt some sort of tracking energy/radio signals off its existing Super-Senses 13

Super-Senses 13 (accurate 2 for radio [radar], extended 2 for radio [2], extended for all vision [2], tracking for radio; danger sense [radio], infravision, microscopic vision, radio, ultravision, uncanny dodge [radio]) [13PP]

Standard Action: Attempt (again) to punch Bill, and -- if successful -- follow up with an Improved Grab.

Melee attack roll is... another 22!

That (should) hit, so Bill will need to make a DC 27 Toughness save.

In addition, Protectron will start its own grapple (as a Reaction) against Bill, getting a 44 on the grapple check.

 

End of Round: 2 HP, Injured (x1), will be fatigued at start of next round.

Posted

TOU: 14

Bill is down.

 

Those senses won't help with Dormouse, but you can track the radio signals if you give it some effort. They're leading towards Emerald Tower, an emerald green tower recently constructed by MarsTech near the Riverfront.

 

Anyway, the party goers around you are still a problem, so everyone have to decide what to do about them. We're staying in initiative for now, so @Tiffany Korta is up!

 

  • 2 weeks later...
Posted (edited)

That should keep most of them contained for now.

 

Justice does some talking, @Growth Spurt is up

 

25 - Waverider - 2HP - Unharmed

22 - Bill the Lizard - Bruise (x1), KO

21 - Dormouse - Unharmed

19 - Protectron - 2HP - Injury (x1)

18 - Emerald Spider - 1HP - Unharmed

18 - Justice - 4HP - Unharmed

11 - Visionary - 1HP - Unharmed

6 - Tea Party Guests - 2 Snares Applied, Deafened - Currently disabled enough to not prove a threat and skip their turned

Edited by RocketLord
  • 2 weeks later...
Posted

Alright, at the moment Bill is down, the Dormouse is gone and the Tea Party Guests are, for the moment, restrained.

 

A few suggestions on how to proceed, but feel free to come up with your own!

- Track the signal! Protectron's already working on that.

- Interrogate Bill the Lizard. You can probably shake him awake.

- Look for other hotspots of activity in the city for new leads.

  • 2 weeks later...
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