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Student Assessment Group B OOC


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  • 3 weeks later...
Posted

Alright, sorry for that delay. Heri is gonna stay out of this for now, so let's get going.

 

Init rolls: 

Bounce: 26

Princess Poison: 7

Sportsman: 21

Thugs: 10

 

26 - Animist - 3HP - Unharmed

26 - Bounce - 3HP - Unharmed

21 - Sportsman - Unharmed

20 - Hurricane Jones - 2HP - Unharmed

18 - Harlequin - 3HP - Unharmed

10 - Thugs - Minions, x6

7 - Princess Poison - Unharmed

 

which means that @Nerdzul gets to go first!

Posted (edited)

Well, Animist is going to move so that he gets as many bad guys as possible within his snare, turning the local environment (and their non-device gear, dunno, getting shoeslaces tied, shirts on the eyes, stuff like that) hostile to them.

 

Snare 8 (Extras: General Area [Burst 80 ft], Selective, Feats: Indirect 2, Reversible, Progression 1, Flaws: Range [Touch])  

Save DC is 18 Reflex to Half and again Reflex 18 or 14 if the first is successful to avoid the snare.  

.'

Edit: I just read that the thugs are armed with guns, can he try to snatch them with this instead: 27 to hit?

Move Object 12 (Extra: Area [Targeted Burst 80 ft], Selective, Feats: Accurate 2, Progression 1 Precise 1, Flaw: Range [Touch], Duration [Concentration])

Edited by Nerdzul
Posted (edited)

Great, thanks and the outcome is a 21 if I got things right I used the rank of the power, but I am not at home and I can't check if there is something else to add in case of move object.

Edited by Nerdzul
  • 4 weeks later...
Posted

I'm so sorry for the long delay here and everywhere else, so let's get things properly going now.

 

Opposed thug grapple checks: 

 6 # 8 [1d20=2] 13 [1d20=7] 12 [1d20=6] 23 [1d20=17] 19 [1d20=13] 14 [1d20=8]

which means you get all but 1 of their guns.

 

Please give me an IC @Nerdzul, then I'll follow up and try to keep things going

 

26 - Animist - 3HP - Unharmed

26 - Bounce - 3HP - Unharmed

21 - Sportsman - Unharmed

20 - Hurricane Jones - 2HP - Unharmed

18 - Harlequin - 3HP - Unharmed

10 - Gossamer II - 2HP - Unharmed

10 - Thugs - Minions, x6 (all but one unarmed)

7 - Princess Poison - Unharmed

Posted

Bounce Shapeshifts to grow Multiple Arms, adding these powers:

 

Multi-Armed: Additional Limbs 3 [3PP]
Multi-Armed Hits: Adds (Extras: Autofire 8 ) to Shifting Strikes Array [8PP]

 

Sets her Malleable Body Array to Sturdy Shape, for total Toughness +12.

And attacks Sportsman with a Snare: 28 that's a Crit with Autofire, beating Sportsman's defense by 7, which means +3 to DC on top of the Crit, for a total Ref save at DC18+5+3 = 26

 

Sportsman Ref save: 30, Crit denied!

 

Mattie moves in close, flailing her arms around!

 

Sportsman attacks Mattie in retaliation, moving in close to attack with his bat: 26, which is a hit for DC25 TOU save, reduced to DC20 due to Mattie's resistance to Physical attacks.

 

Bounce's TOU save: 29

 

Well, I succeeded in a total stalemate here!

 

@Ecalsneerg, you're up! So far, everyone but Sportsman are still with the hostages at the gazebo, all the Thugs are unarmed and Sportsman is in melee with Bounce.

 

26 - Animist - 3HP - Unharmed

26 - Bounce - 3HP - Unharmed

21 - Sportsman - Unharmed

20 - Hurricane Jones - 2HP - Unharmed

18 - Harlequin - 3HP - Unharmed

10 - Gossamer II - 2HP - Unharmed

10 - Thugs - Minions, x6 (all but one unarmed)

7 - Princess Poison - Unharmed

Posted

Hurricane is gonna use her 2500' of movement and Move-By Action and Takedown Attack 2 to get the mooks away from the hostages. 

 

So Move Action: Hurricane flies into the air and at the mooks surrounding the hostages

 

Standard Action: Power Attacking for 1, she takes 10 for a 16 to hit the mooks, DC23 Toughness saves to be knocked out, and she can move 5' between each KO to knock out multiple mooks. She'll start with the gun-toting mook and move around. 

 

Move Action: If she clears all the mooks she'll swoop up above the fight, otherwise if there's some left she'll hang around there in the hopes they hit her and not the hostages.

Posted

That hits all the mooks, rolling in order (if any of them passes, I'll just stop there): 22 [1d20=16] 7 [1d20=1] 14 [1d20=8] 18 [1d20=12] 21 [1d20=15] 10 [1d20=4]

 

And you get them all, KOs all around for the mooks.

 

@Kaede Kimura is up, once @Ecalsneerg has done his IC.

 

 

26 - Animist - 3HP - Unharmed

26 - Bounce - 3HP - Unharmed

21 - Sportsman - Unharmed

20 - Hurricane Jones - 2HP - Unharmed

18 - Harlequin - 3HP - Unharmed

10 - Gossamer II - 2HP - Unharmed

10 - Thugs - Minions, x6 - KO!

7 - Princess Poison - Unharmed

Posted

Okay, with all the Minions down, Harlequin is gonna try getting Princess Poison with

BP: Damage 8 (Shadowstuff Blades; Extras: Alternate Save [Will], Duration [Concentration], Penetrating 6; Feats: Affects Insubstantial 2, Extended Reach 3, Split Attack) {36/36PP} (Piercing, Shadows, Soul)

 

Whether or not they work on holograms is another question.

 

1d20+8 = 20 then DC23 Will vs damage if that hits.

Posted

Well, you won't know if it works or not, cus that's unfortunately a miss @Kaede Kimura. Give me an IC, and then @Heritage is next, followed by Princess Poison!

 

26 - Animist - 3HP - Unharmed

26 - Bounce - 3HP - Unharmed

21 - Sportsman - Unharmed

20 - Hurricane Jones - 2HP - Unharmed

18 - Harlequin - 3HP - Unharmed

10 - Gossamer II - 2HP - Unharmed

10 - Thugs - Minions, x6 - KO!

7 - Princess Poison - Unharmed

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