Jump to content

Written in the Stars (OOC)


Recommended Posts

  • Replies 118
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Okay, two more bad guys will appear on screen, stepping into the hanger. One is unable to do more, as he had to get up from being pone. The other, Justicar Ca'lan, has a standard action, and will attack Justicar Vor'an, hitting with a 30.

 

DC 25 toughness save: 14 about as bad as he can roll, so Vor'an is staggered and dazed.

 

Updated initiative order

 

Round Three

 

67 Velocity 1 HP (bruised, prone)

29 Yass’ir (unharmed, DC 27 toughness save on round 4 (due to secondary effect), prone)

26 Ghost 3 HP (Unharmed)

21 Hounds (3 telekinetic, 1 telepath all BOUND: one telekinetic bruised, staggered; 1 telekinetic Slowed and bruised 2 (round 2), 1 telekinetic bruised 2 and prone;  telepaths bruised 2 and prone)

20 Boran Lieutenants (2 in hanger, both BOUND, 1 staggered, bruised and prone (on Vor’an), 1 staggered, bruised and Paralyzed (round 2))

20 Hunters (5 in hanger,: Bound: 1 staggered, 1 bruised, 1 bruised 2 and slowed (round 2); one (unharmed), 1 bruised and prone)

18 Tal’gar (unharmed, prone) outside bridge

18 Gaian Knight 2 HP (bruised, prone)

17 Tough Aliens (2 outside bridge, prone)

16 Galvanic 3 HP (Unharmed)

14 Justicar Vor'an (Staggered, dazed)

13 Moon-Moth 3 HP (bruised 2)

13 Mare  (not prone)

13 Traveller 0 HP (Unharmed)

13 Uqurks (Unharmed)

12 Justicar Ca’lan (Unharmed)

10 Artificer 1 HP (Unharmed, prone)

7 Patriot II 2 HP (Unharmed, prone)

6 Waymaker (unharmed)

5 Troopers (0 currently conscious in hanger, 6 in engine room, all prone)

 

And @Dr Archeville Artificer is up!

Posted

My, my, how the tables have turned -- looks like it's time for Artificer to protect Justicar Vor'an!

 

He's switching from Create Object to Illusion 10 (“holograms;” visual; PF: Progression 2 [25-ft. radius]), and filling the area with illusionary doubles of Artificer & Vor'an.

 

Posted

The Patriot spends a move action getting up, then she chucks a grenade at the remaining troopers. She'll use the Reverse Progression feat so it only affects where the troopers are, not her or Ghost. 

 

That's a Damage 10 area affect with the chemical descriptor, since she figures they might be protected against fire or ballistic effects with their space armor. 

 

 

  • 3 weeks later...
Posted

Okay, nothing happening for the remainer of the round, so will move on to:

 

Round Four

 

67 Velocity 1 HP (bruised, prone)

29 Yass’ir (unharmed, DC 27 toughness save on round 4 (due to secondary effect), prone)

26 Ghost 3 HP (Unharmed)

21 Hounds (3 telekinetic, 1 telepath all BOUND: one telekinetic bruised, staggered; 1 telekinetic Slowed and bruised 2 (round 2), 1 telekinetic bruised 2 and prone;  telepaths bruised 2 and prone)

20 Boran Lieutenants (2 in hanger, both BOUND, 1 staggered, bruised and prone (on Vor’an), 1 staggered, bruised and Paralyzed (round 2))

20 Hunters (5 in hanger,: Bound: 1 staggered, 1 bruised, 1 bruised 2 and slowed (round 2); one (unharmed), 1 bruised and prone)

18 Tal’gar (unharmed, prone) outside bridge

18 Gaian Knight 2 HP (bruised, prone)

17 Tough Aliens (2 outside bridge, prone)

16 Galvanic 3 HP (Unharmed)

14 Justicar Vor’an (staggered, dazed)

13 Moon-Moth 3 HP (bruised 2)

13 Mare  (not prone)

13 Traveller 0 HP (Unharmed)

13 Uqurks (Unharmed)

12 Justicar Ca’lan (Unharmed)

10 Artificer 1 HP (Unharmed)

7 Patriot II 2 HP (Unharmed)

6 Waymaker (unharmed)

5 Troopers (none currently in the fight)

 

Velocity will use her Acrobatics to Instant Up as a free action (she cannot fail the check), then will speed over towards Uqurks and Justicar Ca'lan and use her area attack to punch them both (full power attack -5/+5), getting a 29 on her attack roll. So DC 30 toughness saves:

 

Uqurks: 36, so he is fine.

Justicar Ca'lan: 24, bruised and dazed and knocked to the ground.

Posted

Okay, Yass'ir will also get back on its "feet" with acrobatics as a free action and attack Patriot, getting a 29 on its attack roll. @Avenger Assembled DC 26 toughness save, unless you want to spend a HP on increasing your dodge bonus (which would be just enough to make it miss).

 

Also, it needs to make its save vs. the Secondary damage effect at the start of Ghost's turn: 32 so fine.


@RocketLord Ghost is up!

  • 2 weeks later...
Posted

Ghost flies towards Yass'ir and tries to hit them with another damage: 26

think that's a hit, so another DC27 TOU save if I'm right, and a secondary damage against that next turn too. 

  • 3 weeks later...
Posted

Yes, that is a hit, but once again it makes its toughness save vs the damage.

 

All the bound bad guys in the hanger cannot do anything (and some probably go unconscious this round, so will skip to Tal'gar. She stands up and attacks Traveller, hitting with a 28. DC 26 Will save @Tiffany Korta

Posted

Gaian Knight will get up with a move action, and...I'm a little tempted to try to grapple Mare but I suppose I don't want to tie GK's array up for that. We attack instead!

 

Ranged Attack Roll vs. Mare (autofire blast): 1d20+15: 33 [1d20=18]

 

DC30 Toughness for Mare. He'll be striking her from the side via Indirect, though in this kind of grand melee I don't imagine that'll catch her off-balance.

Posted

OK so the spaceship is dead stick and I've done a bad thing but fortunately we can always go back and save it; ideally John Williams is there with a string section but alas.

 

Free Action: Reconfigure her arrays to the below!

Electrical Control Array: Insubstantial / Flight / Space Travel slot, boosting them to Insubstantial 3, her base Flight to 6/500MPH and her Space Travel to interstellar speeds

Paragon Powers Array: all into Flight, for a total of 13/100,000MPH. This is excessive but she doesn't have an effective Strength score anyway to use her Super-Strength!

 

Move Action: Do a big-ass loop-de-loop and fly through the spaceship and into the bridge.

 

Standard Action: ???, depends who's inside the bridge


×
×
  • Create New...