Exaccus Posted March 17 Posted March 17 (edited) DC20 Will save for moon-moth 1d20+10=21 woohoo DC23 toughness save 1d20+15=21 -1 for injury for a total of 20 Edited March 17 by Exaccus
Thevshi Posted March 17 Author Posted March 17 Okay, reposting order so it is handy (and includes some of the updates from the start of the round): Round Two 67 Velocity 2 HP (bruised) 29 [PLACEHOLDER] 26 Ghost 4 HP (Unharmed) 21 Hounds (many. one telekinetic bruised, staggered; one telepath staggered and dazed, one telepath bruised and dazed) 20 Boran Lieutenants (3 in hanger, 1 staggered and dazed (on Vor’an), 1 staggered) 20 Hunters (8 in hanger, 1 staggered and dazed, 1 staggered, 1 bruised and dazed, 1 bruised) 18 [PLACEHOLDER] 18 Gaian Knight 3 HP (bruise) 17 Tough Aliens (many) 16 Galvanic 3 HP (Unharmed) 14 Justicar Vor'an (Unharmed) 13 Moon-Moth 3 HP (bruised 2) 13 [PLACEHOLDER] 13 Traveller 1 HP (Unharmed) 13 [PLACEHOLDER] 12 [PLACEHOLDER] 10 Artificer 1 HP (Unharmed) 9 [PLACEHOLDER] 7 Patriot II 2 HP (Unharmed) 5 Troopers (many) The Boran (tough alien) on Gaian Knight will attack him, missing. Three others start charging forward toward Gaian, Artificer and Vor'an. And it is Galvanic's turn @Ecalsneerg
Ecalsneerg Posted March 17 Posted March 17 (edited) OK, so! Free Action: Shift arrays thusly: Electrical Control to Damage 6 (Reaction) Paragon Powers Array to Super-Strength 7 [total 8] Full-Round Action: Bring Galvanic's Super-Strength to bear to detach the gun barrel she already damaged (with the intent to use it as a big improvised weapon), so her Strength bonus is +17, plus +8 from Super-Strength is a total of +25... DC 40 Toughness save to break off a chunk of spaceship Current Status: Uninjured, 3 HP, Flight 1, Super-Strength 8, grapple +32, immune to environment Edited March 17 by Ecalsneerg
Thevshi Posted March 17 Author Posted March 17 The gun gets a 14, so yeah, you tear it loose! (as mentioned in Discord, it was a DC 40 toughness save by taking the full round action to use Super Strength to apply damage to an object).
Thevshi Posted March 18 Author Posted March 18 Okay, Vor'an will full power attack -5 atk/+5 dam and blast at one of the charging Borans (taking 10 to hit the PL 8 minion): DC 30 toughness save: 18, so it goes down. @Exaccus Moon-Moth is up!
Exaccus Posted March 21 Posted March 21 (edited) gonna stunt up a megamove to goonsweep like its going out of style gonna fly up to give me the best view of the battlefield and then Paralysis 10 ("Unlidded Eyes of Judgement"; Magic, law; Extras: Area: Perception, Selective Attack) [40pp] I believe that's a DC20 Will save (staged) for anyone who can see me(?) except friends of moth of course who are excluded from the effect. Edited March 21 by Exaccus
Thevshi Posted March 21 Author Posted March 21 Okay, per Discord chat, no Secondary Effect or Distracting. Everyone that looks toward the effect has a DC20 Reflex save to possibly look away and avoid. Troopers (in groups of 10): 40 out of 150 manage to look away. DC 20 Will save for those 110: 40 make that, so 70 are Paralyzed. Hounds: all but one make their Reflex checks, that one gets a 18 on its will save, so is Slowed. Hunters; The three aimed at Artificers barrier and the one on Gaiain Knight are not looking toward the effect, so there are four effected: Reflex saves: 2 make their Reflex saves. Will Saves for other two: 10 and 18, one Paralyzed, one Slowed. Boran Lts: All but the one currently dazed are possibly effected. Reflex saves: one makes it, so two Will saves: 13 and 12 both Paralyzed. (my mistake, there are only 3 Boran Lts, so will go with both missing. The minion Borans (save the one on Gaian Knight): just one makes that, so four Will saves: two make it, other two Paralyzed and it is Traveller's turn! @Tiffany Korta
Tiffany Korta Posted March 21 Posted March 21 As it seems that the others have the landing bay well locked down, can I find an airlock close to Bridge to get me inside the ship?
Thevshi Posted March 21 Author Posted March 21 Yes, give me a Computers check (why don't you have Disable Device?)
Tiffany Korta Posted March 21 Posted March 21 Computers: 1d20+15 22, guess I was planning on Knowledge (Technology) to do all the heavy lifting!
Thevshi Posted March 24 Author Posted March 24 While we wait for Tiff to get an IC post in, @Dr Archeville What is Artificer going to do?
Dr Archeville Posted March 25 Posted March 25 So the enemy fighters blasted at the crystalline plugs Artifier put up over the hangar bay doors, they're still holding but obviously damaged. Are there any other hangar bay openings which need plugging, or did he get them all?
Thevshi Posted March 25 Author Posted March 25 The main launch door is currently blocked by Artificer, I will say a secondary recovery door towards the rear of the vessel (the back wall of the hanger) was closed, but is currently opening to be used for launching, so that would need to be blocked.
Dr Archeville Posted March 25 Posted March 25 Then that is what he shall do, with his Create Object effect ( 9 10-ft. cubes of Toughness 9 material).
Avenger Assembled Posted March 26 Posted March 26 Ashley is having fun talking sh!t so she'll keep it up. I rolled badly so I will spend an HP on Intimidate. https://orokos.com/roll/1006251 with the HP, that's a 32! (rolled the wrong value)
Thevshi Posted March 27 Author Posted March 27 Okay, will go with one of the off-screen named bad guys that has been holding actions. Waymaker gets a 41 on his Sense Motive check! He will try to countermand the attempt to threaten/intimidate with diplomacy: 29, will give Patriot back the HP for a reroll: 38 So, with the crew's resolve reinforced, the armed guards in the engine room will now draw their weapons and open fire, three will fire at Ghost: all miss. Three will fire at Patriot: all missing as well (though one came close). In the hanger, most of the troopers that are not paralyzed are going to try to spread out to not be easy clusters of targets, so most are doing nothing but moving. Three will shoot at Moon-Moth: 2 hit, 2 DC 20 Toughness saves @Exaccus Three will shoot at Artificer: One would hit, but Vor'an will Interpose (and his Impervious stops the blast). Some fire at Velocity, but to no effect given she is currently insubstantial. So, this brings up: Round Three 67 Velocity 2 HP (bruised) 29 [PLACEHOLDER] 26 Ghost 4 HP (Unharmed) 21 Hounds (many. one telekinetic bruised, staggered; one telepath staggered and dazed, one telepath bruised and dazed, 1 telekinetic Slowed (round 2)) 20 Boran Lieutenants (3 in hanger, 1 staggered and dazed (on Vor’an), 1 staggered and Paralyzed (round 2), 1 Paralyzed (round 2)) 20 Hunters (8 in hanger, 1 staggered and dazed, 1 staggered, 1 bruised and dazed, 1 bruised and slowed (round 2); one Paralyzed (round 2)) 18 Tal’gar (unharmed) outside bridge 18 Gaian Knight 3 HP (bruise) 17 Tough Aliens (4 in hanger one on Gaian Knight, one charging Artificer/Vor’an, two paralyzed (round 2); two with Tal'gar outside bridge) 16 Galvanic 3 HP (Unharmed) 14 Justicar Vor’an (Unharmed) 13 Moon-Moth 3 HP (bruised 2) 13 [PLACEHOLDER] 13 Traveller 1 HP (Unharmed) 13 [PLACEHOLDER] 12 [PLACEHOLDER] 10 Artificer 1 HP (Unharmed) 7 Patriot II 2 HP (Unharmed) 6 Waymaker (unharmed) 5 Troopers (many, about 150 in hanger, 70 paralyzed (rnd 2); 80 spread out)
Thevshi Posted March 27 Author Posted March 27 Okay, Velocity will switch her array back to her selective area melee attack. She will head down to the other end of the hanger to deal with as many enemy as she can. Again doing a full power attack (-5/+5) for +15 damage. She will get 50 of the paralyzed troopers and 20 of the non-paralyzed, the two paralyzed tough aliens, a paralyzed Boran Lt, the slowed Telekinetic Hound, five other Hounds (three telepaths and two telekinetic) and the three Hunters that were shooting at the barrier Artificer put up. She gets a 24 on her attack roll, which is enough to hit them all. All the troopers are out, as are the two tough aliens. The Boran Lt: 13 on the DC 30 toughness save, so he is out. Hunters: 23, 23, 16, two are bruised and dazed, the last staggered and dazed. Hounds TK: 26, 15, 26, so two are bruised, the other knocked out. Hounds Telepath: 23, 22, 18, two bruised and dazed, one staggered and dazed. Velocity will end her movement right in melee with one of the bad guys on Gaian Knight.
Thevshi Posted March 28 Author Posted March 28 @RocketLord @Avenger Assembled Need notice checks for Ghost and Patriot II
Exaccus Posted March 28 Posted March 28 Toughness saves! First 1d20+13 (15-2 from bruises) = 20 Second 1d20+13 (15-2 from bruises) = 21
Thevshi Posted March 30 Author Posted March 30 Okay, both Patriot and Ghost failed to spot or hear an alien enter the engine room through the roof, as it got a 35 on its Stealth check. It will drop down behind Ghost and attack, hitting with a 30. Thanks to Improved Crit, that is a DC 26 toughness save.
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