Huckleberry Posted November 30, 2023 Posted November 30, 2023 Fantastic. Here's Rot's actions then: Use extra effort to temporarily increase Disintegration to rank 9. Target Incindiary and Widowmaker with Disintegration. So, I think they get Reflex Saves to halve the effect, then a Fortitude save vs Toughness drain, then a Toughness save vs damage. And a Toughness save failed by 20 or more (yeah, right) is total Disintegration. Rot will take the principal at her word to not hold back and do lethal damage. Use Hero Point to recover from the exhaustion of extra effort. OK if I post IC after the results are resolved mechanically?
Thevshi Posted November 30, 2023 Author Posted November 30, 2023 Yeah, no worries. Incendiary: Bombs his Reflex save, but makes his Fort Save with a 24. Only gets a 18 on the Toughness save (vs DC 24), so he is bruised and dazed. Widowmaker: Also bombs his reflex save, and misses his Fort Save with a 14! So, after the -9 Toughness, he has +2, and bombs the tough save with a 4! Sooooo, the projectors will show him being atomized (in simulation)
Thevshi Posted November 30, 2023 Author Posted November 30, 2023 @RocketLord So after Huck posts the IC for Rot, it is Spaceman's turn!
RocketLord Posted November 30, 2023 Posted November 30, 2023 Setting Personal Space Control Array to Super-Strength and Space Control Array to Elongation + Enhanced Strength. Move Action: Move close enough that Parker can intercept any attacks coming at Torpedo Lass using Interpose. Standard Action: Attacking Strand with Infinite Reach. Subtle 2 and Indirect 3, so the attack comes from the side and might catch her flat-footed? Anyway, attack roll: 18 With Thev confirming that hits, that's a DC 23 TOU save, and then I'm gonna use Improved Grab to establish a Grapple: 49 And that's it.
Thevshi Posted November 30, 2023 Author Posted November 30, 2023 Strand gets a 19 on the toughness save, so takes a bruise. She gets a 34 on her grapple check, which is not nearly good enough.
Thevshi Posted November 30, 2023 Author Posted November 30, 2023 @The Sailor with one of the bad guys dazed, Torpedo Lass is up!
RocketLord Posted November 30, 2023 Posted November 30, 2023 Bound and helpless! And then I'd like to use the Chokehold feat to begin Suffocating her, to knock her out: DC10 Fort save to stay conscious, DC increasing per one each turn while suffocating.
Thevshi Posted November 30, 2023 Author Posted November 30, 2023 Makes it by the by the skin of her teeth, this time
The Sailor Posted December 1, 2023 Posted December 1, 2023 (edited) Is Strand Touchable? As in is she within visual range of me? I can do a long jump to close the distance and give her a whallop. NM I also got Neon Spider on my case... One moment. Gotta make a decision. Okay, gonna close the distance to close quarters with Neon Spider, then as I arrive I'm gonna try to knock her block off with a well placed Hullbreaking Strikes kick upside her thinkin' bits. The swing: 22 DC 17 Toughness, Bludgeoning, Autofire. Edited December 1, 2023 by The Sailor
Thevshi Posted December 1, 2023 Author Posted December 1, 2023 That just barely hits (so no benefit from Autofire). She gets a 20 on her toughness save (and it is actually a DC 22 toughness save, base 15 + 7 ranks of strike), so she will take a bruise.
RocketLord Posted December 1, 2023 Posted December 1, 2023 Just to point it out, I got String bound and helpless, so she's got very low defense, and somebody could do a coup de grace on her.
Huckleberry Posted December 1, 2023 Posted December 1, 2023 @RocketLord dollars-to-doughnuts that's what Gamma Buzz does next.
Thevshi Posted December 1, 2023 Author Posted December 1, 2023 Back to the start of the order, will update tonight when I get home
Thevshi Posted December 2, 2023 Author Posted December 2, 2023 Round Two 35 Timeout (Uninjured, 2 HP) 34 Neon Spider (bruised) 25 Strand (bruised, currently pinned/bound/helpless) 21 Gamma Buzz (Uninjured, 1 HP) 19 Blur (uninjured) PL 5 18 Rot (Uninjured, 0 HP) 18 Spaceman (Uninjured, 3 HP) 18 Incendiary (bruised) Okay, too bad Lawrence isn’t really aware of what’s going on outside the maze, so he will continue looking for another button. While doing so, he is going to try to outrun Blur: Lawrence chase check (Reflex save + Speed): an average 26 Blur: does very poorly with a 14 so he will not be able to keep up with Lawrence. When Lawrence finds another switch, it is for: 4 which would have been Widowmaker, so does not help.
Thevshi Posted December 2, 2023 Author Posted December 2, 2023 Okay, Neon Spider is going to leap up to the roof and stick there besides Gamma and try to hit him, and gets a 28! Won’t apply the critical for this, but still a DC 23 toughness save for Gamma. Strand will try to free herself from the grapple, getting a 27 which isn't going to do it, even if Rocket rolls a 1. Okay, @Supercape Need that DC 23 toughness save, and unless he gets dazed, it is Gamma Buzz's turn!
Supercape Posted December 2, 2023 Posted December 2, 2023 (edited) 17 which I think will daze him (and bruised) Not sure if that means he falls to the floor (from daze or knockback) although that certainly sounds cool, so Ill do it. Not sure how the fall is, but given he is already bruised Ill throw in another toughness if needed 26 which should be enough to escape the fall damage Whilst stunned, I think I can take a free action as a reaction with a concentration roll? [[activating his aura power] 12 Except he cant! Well, lesson learned ( a few ranks in concentration?) Also activating "Pop" complication. One of his legs will pop out of its socket, effectively immobilising him until he pops it back in! Gamma Buzz, Baby! Edited December 2, 2023 by Supercape
Thevshi Posted December 2, 2023 Author Posted December 2, 2023 Okay, with Gamma dazed, I am not going to bother with a post for Blur running around in the maze trying to find Lawrence. So, @Huckleberry Rot is up! Footnote....HP to Gamma Buzz for his complication.
Huckleberry Posted December 3, 2023 Posted December 3, 2023 Rot charges Incindiary and attacks with Withering Strikes, with a 19 to hit. Attack has autofire, so effect rank will increase by 1 for every 2 points it exceeds the number needed to hit. Withering Strikes is a rank 7 Toughness drain and then a rank 7 damage.
Thevshi Posted December 3, 2023 Author Posted December 3, 2023 Unfortunately, he has a Def of 18, so hits, but not quite enough to trigger extra hits. He gets a 17 on the fort save, so just avoids the drain, and he gets a 23 on the toughness save (even after the -1), so is able to weather the punch. @RocketLord Spaceman is up after Huck makes an IC post.
RocketLord Posted December 3, 2023 Posted December 3, 2023 (edited) Since I got the feat that lets me use my other hand while grappling with one hand, I'd like to do a Coup de Grace on Strand using a full round action, while maintaining the grapple as a free action. I'm doing it as a Power Attack, so DC+2, and it will be an automatic hit and Critical, so TOU save DC30 for Strand. If Strand isn't KO'ed by the attack, she has to make a Fort save at DC25 (DC10 + 8 from Strength + 2 from Power Attack + 5 from Crit) or get KO'ed. Depending on how that works out, I might have some more things I'd like to do. Edited December 3, 2023 by RocketLord
Thevshi Posted December 3, 2023 Author Posted December 3, 2023 Incendiary and Neon Spider, and Blur running around in the maze looking for Lawrence.
RocketLord Posted December 3, 2023 Posted December 3, 2023 Can I use my Super-Senses to find out where Blur is inside the labyrinth? Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space)
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