Poncho Posted February 26 Posted February 26 Woosh! Okay. Well I will activate my container as a move action, and then surge, flying up to punch this thing! I'm going to take full advantage of our generous mini-modification feats; I'm gonna All Out Power Attack with a Charge; +2 to hit ( 2 from charge, 2 from All Out, but -2 from power attacking) +2 to effect ( 2 from power attack) Also lowers my Defense by 4 total, so I'm at +3 defense until my next turn. So I'm swinging at +9 and my effect is +11! Attack roll: 1d20+9; 20 seems like a hit to me! DC26 Toughness Save and I'll spend a HP to avoid the fatigue of doing a Surge
Thevshi Posted February 26 Author Posted February 26 Round Three 42 Velocity (unharmed) 33 Blue Bolt 3 HP (unharmed) 23 Sever 3 HP (unharmed) 21 Timeout 4 HP (unharmed) 21 Gamma Buzz 2 HP (unharmed) 18 Rot 4 HP (unharmed) 16 Torpedo Lass II 3 HP (unharmed) 14 Giant Mummy (injured 2, dazed, -8 Toughness from drain) 11 Spaceman 4 HP (unharmed) 6 Golden Star 1 HP (unharmed) Velocity will double back to attack again, getting a nat 20 for a 30, resulting in a DC 30 critical hit: The mummy gets a 11, failing by 19, so...no more robot. Making an acrobatics check for Velocity's stunt to attack, also a 30 Will get the IC post up shortly.
Thevshi Posted February 29 Author Posted February 29 @RocketLord @The Sailor @Poncho @Supercape @Kaede Kimura @Huckleberry @Thunder King Okay, for everyone's next post, each can describe one of the missing PCs Lawrence described Neko
Thevshi Posted March 3 Author Posted March 3 @Huckleberry @Supercape @RocketLord @Kaede Kimura @Thunder King @The Sailor @Poncho While we wait for the last two posts, might as well get new initiatives for everyone....going to need them soon. (time for the next twist in the timeline)
Kaede Kimura Posted March 3 Posted March 3 Initiative, 1d20+13 = 21, not nearly as quick as the first
Thevshi Posted March 4 Author Posted March 4 Round One 38 Velocity (unharmed) 32 Gamma Buzz 2 HP (unharmed) 24 Timeout 5 HP (unharmed) 21 Blue Bolt 3 HP (unharmed) 21 Rot 4 HP (unharmed) 20 Spaceman 4 HP (unharmed) 20 Golden Star 1 HP (unharmed) 17 Torpedo Lass II 3 HP (unharmed) 13 Drones (many) 10 Sever 3 HP (unharmed) Velocity will set off a Sonic Boom by four of the bad guys, DC 20 reflex save to halve the effect, 14, 19, 16, 9. They all have DC 25 toughness saves to make: 20, 8, 25, 12, so one makes it. @Supercape Then it is Gamma Buzz’s turn
Supercape Posted March 4 Posted March 4 Free action: Activate Radioactive Aura Move action: Jump to nearest mean robot Standard action: Punch 25 which I guess is a hit DC 23 Tough / Damage DC 15 Fort / Nauseate (although I guess as they are robots...)
Thevshi Posted March 4 Author Posted March 4 Okay, Timeout is going to Accurate Attack -1 Dam/+1 hit with his Paralyze effect and Take 10 to just hit the 8 remaining enemy in sight. DC 19 Will saves vs. Paralyze: 11, 25, 19, 14, 15, 18, 14, and 8, so, four are Paralyzed, 2 are Slowed and 2 are unaffected. @Kaede Kimura Blue Bolt is up! @Huckleberry Rot will be up next.
Kaede Kimura Posted March 4 Posted March 4 Okay, minion rules right? Vueriz is gonna set her board to Base Power: [5 + 3 + 2 + 14 = 24PP] Additional Descriptor(s): (Atomic Particles) Flight 6 (Flaws: Platform; Drawbacks: Doesn't Work Underwater) [5PP] Immovable 3 (Stability Assist [3PP] (Computer) Move Object 2 (Maglock; Flaws: Range [Touch]) [2PP] Damage 4 (Particle Blades; Extras: Targeted Area [Trail]; Feats: Accurate 4, Improved Critical 2) [14PP] She's gonna flyby as many of them as she can and is gonna go for a -2/+2 power attack on the Particle Blades, taking a 10 for a 20 to hit against all enemies within a 40ft. Trail at whichever point has the most. (Using move by action to activate it during the flight.) Assuming that hits, DC21 Toughness save for however many she can get.
Thevshi Posted March 4 Author Posted March 4 @Kaede Kimura Yes, they are minions. Will go with the remaining group of four. They get: 20, 16, 11, 26 for toughness saves, so three go down. @Huckleberry Rot is up. There are five left standing. 3 around Baz (one slowed, 2 paralyzed), 1 a bit further away that is fully active, and one further than that, also fully active.
Huckleberry Posted March 4 Posted March 4 Okay, Rot will target as many active ones as she can with 40 5x5x5 contiguous cubes with her Scour power, so DC 18 Reflex for half vs rank 8 Toughness Drain and damage
Thevshi Posted March 4 Author Posted March 4 That would be the three around Baz (which are the paralyzed and slowed ones). The Paralyzed do not get reflex checks, the slowed one does at -1. It still gets a 25, and avoids the attack thanks to Evasion. The other two have the DC 18 Fort saves: 26 and 12, so one resists the drain, the other loses 6 Toughness. DC 23 toughness saves, the one that lost its toughness fails and is down. The other gets a 19, so fails that anyway, so is down. So, the two paralyzed ones are down.
Thevshi Posted March 4 Author Posted March 4 @RocketLord Spaceman will be up once Huck posts IC for Rot.
Huckleberry Posted March 5 Posted March 5 Nice. I was trying to use the word active the same way you did, Thevshi, to indicate the ones that weren't paralyzed, but no worries.
RocketLord Posted March 5 Posted March 5 (edited) With little in the way of area effects, Parker will try to punch the nearest drone: 17 DC23 TOU save if that hits. And is there anything that he can sense nearby with his Super-Senses? Edited March 5 by RocketLord
Thevshi Posted March 5 Author Posted March 5 @Huckleberry ah, sorry, well, you would only have been able to get one of those anyway as they are spaced out. They are minions, so you can take 10 to hit them. It makes its toughness save with a 26. @RocketLord go ahead with a notice check to see what he might pick up as a reaction. @Poncho Golden Star is up.
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