RocketLord Posted September 18 Posted September 18 (edited) OOC for this. Please give me Initiative rolls so we're ready once the assessment starts. Edited September 18 by RocketLord
RocketLord Posted October 8 Author Posted October 8 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!
Nerdzul Posted October 8 Posted October 8 (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 October 8 by Nerdzul
RocketLord Posted October 9 Author Posted October 9 Yeah, you can try to snatch the guns. Give me a Grapple Check with your Move Object @Nerdzul, then we'll see how many of them you get.
Nerdzul Posted October 9 Posted October 9 (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 October 9 by Nerdzul
RocketLord Posted November 11 Author Posted November 11 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
RocketLord Posted November 15 Author Posted November 15 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
Ecalsneerg Posted November 16 Posted November 16 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.
RocketLord Posted November 16 Author Posted November 16 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
Kaede Kimura Posted Monday at 04:51 AM Posted Monday at 04:51 AM 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.
RocketLord Posted Monday at 06:45 AM Author Posted Monday at 06:45 AM 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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