N/A Posted August 12, 2009 Posted August 12, 2009 The Scarab arrives on the scene with Flight, Force Field, and Psionics active. The Psionics Array is configured to the slot containing Concealment (All Senses, active) and a small amount of Telepathy and Telekinesis. She will take Free Actions to maintain her Flight, Force Field, and Concealment. She will take a Move Action to fly into the warehouse, eventually coming up on the dome, above and behind the crew of mercenaries currently shelling it. She will take Free Actions to speak with Phantom and Ace via Telepathy. Since her Concealment is Selective, she will allow Phantom and Ace to see her, but no one else. She will appear transparent to them, like a ghost. She will take her Standard Action to Ready a use of her Telekinesis. She wishes to cause some sort of disruption in the ranks of the mercenaries. Pull the pin on a flash/bang grenade, pull the trigger on a firearm when it is pointed momentarily at an ally (nonlethal shots only), that sort of thing. Whatever opportunity presents itself. Her TK is currently at rank 2 (STR 10). It is Perception-range, so there is no need for an attack roll.
angrydurf Posted August 12, 2009 Posted August 12, 2009 Ace uses his actions to put on and set up one of the jetpacks. Flash bang blinds 3 of the remaining Sky Lord soldiers and all of the Mercs in that group. A_W take an HP for the flamethrower knocking out your force dome. Notice check If you hit DC 15 you notice some of the boxes near Ace and Phantom are on fire, DC 20 you notice that one of the boxes is marked as flamable explosives. 1d20+7=24 Aces notice succeeds. Notice check DC 30 (15 if you can ignore the smoke somehow) to notice 2 more groups of mercs moving in on the location. 1d20+7=10 Ace is Clueless Initiative order Mercs 22 - 20 minions Scarab 13 - 2 HP - Uninjured Ace 13 - 3 HP - Uninjured Sky Lord Soldiers 10 - 18 minions (First Wave) Phantom 6 - 2 HP - uninjured
N/A Posted August 12, 2009 Posted August 12, 2009 The Scarab can take 10 on Notice checks and has Skill Mastery, so she can hit DC30 minimum.
alderwitch Posted August 13, 2009 Author Posted August 13, 2009 1d20+10=20, 1d20+10=21 Only made the first.
alderwitch Posted August 15, 2009 Author Posted August 15, 2009 Spending my action to deal with box o' flaming explosives
angrydurf Posted August 15, 2009 Posted August 15, 2009 Mercs action: 2 new groups of 6 move in to fire on the heroes: 4 fire at Sky Lord Soldiers: Firing at Sky lord soldiers (1d20+8=24, 1d20+8=11, 1d20+8=20, 1d20+8=25) 3 hits DC 20 4 Fire at Ace: Firing at Ace (1d20+8=10, 1d20+8=24, 1d20+8=27, 1d20+8=25) 3 Hits DC 20 4 Fire at Phantom (Flat Footed): Attack on Phantom (1d20+8=28, 1d20+8=12, 1d20+8=24, 1d20+8=28) 4 hits DC 20
angrydurf Posted August 15, 2009 Posted August 15, 2009 Ace toughness saves: Toughness saves (1d20+8=23, 1d20+8=9, 1d20+8=24) 2 no effect, 1 Staggered and Stunned.
alderwitch Posted August 15, 2009 Author Posted August 15, 2009 1d20+11=19, 1d20+11=31, 1d20+11=29, 1d20+11=27 1 x bruised.
N/A Posted August 15, 2009 Posted August 15, 2009 Firing at The Scarab? She's still got her Concealment up. They'd need to make a DC20 Will Save to see through it, assuming they had any reason to suspect she was there in the first place.
angrydurf Posted August 15, 2009 Posted August 15, 2009 DOH uhmmm then they fire at other type peoples
angrydurf Posted August 15, 2009 Posted August 15, 2009 Toughness saves (1d20+5=22, 1d20+5=18, 1d20+5=21, 1d20+5=11) for sky lord soldiers
angrydurf Posted August 15, 2009 Posted August 15, 2009 Initiative order Mercs 22 - 20 minions Scarab 13 - 2 HP - Uninjured Ace 13 - 3 HP - Staggered and Stunned Sky Lord Soldiers 10 - 16 minions (First Wave) Phantom 6 - 1 HP - uninjured
N/A Posted August 15, 2009 Posted August 15, 2009 The Scarab will take a Free Action to use Extra Effort to power stunt the following AP: Mental Blast 8 (Damage, Extras: Alternate Save [Will], Area [burst, 40ft radius], Range 2 [Perception], Flaws: Action [Full]) [32PP] She is now Fatigued (-1 ATK, -1 DEF, -2 STR [-1 Unarmed DMG], -2 DEX). She will then take a Free Action to reconfigure her Array, dropping her Concealment. She will take a Full Action to place the sphere (Area/Burst) in such a way as to maximize opposing casualties while excluding her teammates. Any foes caught in the AoE must make a DC23 Will Save against nonlethal damage. It is Perception-range, so they get no Reflex save for 1/2. But if The Scarab cannot perceive them with an Accurate sense, they are automatically excluded, even if they are technically within the AoE. Free Actions to maintain Flight and Force Field.
angrydurf Posted August 16, 2009 Posted August 16, 2009 Will saves (1d20+3=22, 1d20+3=21, 1d20+3=15, 1d20+3=6, 1d20+3=10, 1d20+3=10, 1d20+3=11, 1d20+3=21, 1d20+3=17, 1d20+3=6, 1d20+3=8, 1d20+3=9, 1d20+3=5, 1d20+3=20, 1d20+3=15, 1d20+3=15, 1d20+3=7, 1d20+3=21, 1d20+3=20, 1d20+3=12, 1d20+3=8, 1d20+3=9, 1d20+3=22) You are able to catch all of the mercs but not the remaining Sky Lord forces. None make the nigh impossible save.
alderwitch Posted August 16, 2009 Author Posted August 16, 2009 Phantom will float out of the smoke cloud and find the two that threw the smoke grenades. I'll hit one with my blast, surge and then hit the other. DC 24 Toughness Save. 1d20+10=25 ; 1d20+10=24
alderwitch Posted August 16, 2009 Author Posted August 16, 2009 And I will burn one of my HP to clear my fatigue.
angrydurf Posted August 16, 2009 Posted August 16, 2009 Initiative order Mercs 22 - 20 minions-DED Scarab 13 - 2 HP - Uninjured Ace 13 - 4 HP - Staggered Sky Lord Soldiers 10 - 20 minions Phantom 6 - 2 HP - uninjured Fires are growing quickly, there are bound to be other explosives in boxes somewhere and there are ~20 unconcious mercs scattered around the warehouse.
Sandman XI Posted August 27, 2009 Posted August 27, 2009 No new IC posts since August 15th. Just checking in :)
angrydurf Posted August 27, 2009 Posted August 27, 2009 Yea I'll get on kicking Shaen in the shins again till he posts :)
N/A Posted August 31, 2009 Posted August 31, 2009 The Scarab will take the following actions: [*:t5bcmara]Free Action: Maintain Flight. [*:t5bcmara]Free Action: Maintain Force Field. [*:t5bcmara]Free Action: Reconfigure her Psionics array to Telekinesis. [*:t5bcmara]Standard Action: The Scarab will attempt to Counter the Obscure effect with her Telekinesis. If necessary, she will use Extra Effort to power stunt Air Control (if this is necessary, she will spend a Hero Point to cancel the Fatigue so she doesn't become Exhausted). Power Check to Counter Obscure: 28.
angrydurf Posted September 1, 2009 Posted September 1, 2009 The obscure has no chance to fight off that counter so it is gone. Phantom sees the charges being planted as well it looks like 5 charges set throughout the superstructure of the warehouse. Scarab will notice them easily as soon as she comes out of her vision. 3 groups of 5 will fire suppressive fire at each of the heroes 2 flamethrowers and 3 assault rifle's in each group. thats a -8 to attacks and checks as you seek cover, you can ignore the penalty but each shooter will get a free attack on you. Ace takes cover and stays in it. Phantom is up.
angrydurf Posted September 18, 2009 Posted September 18, 2009 You all just want me to storyline this closed so we can be done with it?
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