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Posted

30 hits, and he cannot beat that Grapple check. In fact, since that beats what he possibly could get by more than 5, he's not just grappled, he's pinned/bound/helpless.

However, you cannot also damage him this round, unless you use Extra Effort to surge for another standard action. (Remember, we added some House Rules to grappling.)

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Posted

20 -- Blackstar -- Unharmed

18 -- Fulcrum -- Unharmed -- 1 HP

17 -- Binder -- Unharmed, Blind

16 -- Slick -- Unharmed (will be fatigued at his turn next round)

14 -- Dok -- Unharmed -- 4 HPs (will be fatigued at his turn next round)

11 -- Cyclone -- Unharmed, Pinned/Helpless

4 -- Thunderbolt -- Bruised x2

4 -- Radium -- Unharmed, Entangled (Snare 6); (will be fatigued at his turn next round)

Binder

Free Action: Extra Effort for Willpower, to get an immediate chance to save against the Lasting Visual Dazzle. Will be fatigued at beginning of his turn next round.

Fort save vs. Lasting Visual Dazzle (DC 17), with +1 bonus (1d20+10=12) Fails, so he's still blind!

Free Action: Call for aid from his teammates!

Standard Action: Ready to shoot Archeville in the face with his glue gun as soon as his vision clears

Slick

Free Action: Fiat to shake fatigue. Dok gets the HP.

Move Action (partial): Run down to 3rd floor lab where Binder & Dok are.

Standard Action: Attempt to Disarm Dok... and fail, because he's Incorporeal.

Move Action (Partial): Race throughout the compound.


20 -- Blackstar -- Unharmed

18 -- Fulcrum -- Unharmed -- 1 HP

17 -- Binder -- Unharmed, Blind (will be fatigued at his turn next round)

16 -- Slick -- Unharmed

14 -- Dok -- Unharmed -- 5 HPs (will be fatigued at his turn next round)

11 -- Cyclone -- Unharmed, Pinned/Helpless

4 -- Thunderbolt -- Bruised x2

4 -- Radium -- Unharmed, Entangled (Snare 6); (will be fatigued at his turn next round)

Fort save for Binder vs. Lasting Visual Dazzle (DC 17),with +2 bonus (1d20+11=21) Success!

Binder attacks with his Glue Gun, but it can't effect the Incorporeal Doktor.

Binder's initiative moves to the same spot as Dok, 14.

Dok

Free Action: HP to nix Fatigue.

Free Action: Switch to Primary Force Field.

Move Action: Reconfigure Gadget to

Strike 15 (non-lethal lightsaber)

Standard Action: Attack!

Attack vs. Binder (Defense 16); DC 30 toughness save if it hits (1d20+8=21) Hits!

Toughness save, DC 30 (1d20+10=19) Fails by 11, he's staggered and stunned.

Fiat to re-roll (Dok gets an HP): Toughness save, DC 30; fiat re-roll (1d20+10=24) fails by 6, so only bruised + stunned

Castle Defenses

Attacks Radium w/ Snare

Attack vs. Radium (Defense 16); DC 23 Reflex save (for Snare 13) if it hits (1d20+14=26)

Reflex save (DC 23) vs. Snare (1d20+7=12)Fails by 5+, so he's bound/helpless again. :argh:


20 -- Blackstar -- Unharmed

18 -- Fulcrum -- Unharmed -- 1 HP

16 -- Slick -- Unharmed

14A -- Binder -- bruised, stunned (will be fatigued at his turn next round)

14B -- Dok -- Unharmed -- 4 HPs

11 -- Cyclone -- Unharmed, Pinned/Helpless

4 -- Thunderbolt -- Bruised x2

4 -- Radium -- Unharmed, Bound (Snare 13); (will be fatigued at his turn next round)

Cyclone

He's got a Fulcrum on him. Her weight puts him at a Medium load, so his flight speed is reduced to 2/3rds normal.

He cannot break the grapple -- if he rolled a 20 on his grapple check, it would still not exceed Fulcrum's grapple check bonus!

So he hovers in place.

Thunderbolt

Move Action: Transmit down to 3rd floor lab where Binder and Dok are.

Standard Action: Attack Dok with Blinding Fists... from surprise!

Attack vs. Dok (Defense 14 flat-footed); includes +2 from Master Plan; DC 26 Toughness (Damage) & DC 21 Reflex (Visual Dazzle) if it hit (1d20+5=19)

Dok's Impervious protects him from the Damage, but he could still be blinded.

Reflex save (DC 21) (1d20+6=20)

And he is blind!

Radium

Full Round: Use Corrosion 7 on the Toughness 13 snare he's bound in. This reduces the Toughness of the Snare (which, being an unattended and inanimate object, does not get a save, it just takes the full effect of the Drain Toughness part) to 6. Radium's taking a full round to destroy it, so it "takes 5," for a total of 11. DC of the Toughness save of th Damage portion of the Corrosion is 22, so it fails by 11. That puts it as disabled/badly damaged, which I'll say is enough to reduce the Snare from bound/helpless to merely entangled.

Extra Effort to SURGE for another standard action. Fulcrum gets the HP (why will become evident soon :twisted: )

Standard Action: Use Corrosion on ground Blackstar is beating. This reduces the Toughness to 13. It takes 10 on its toughness save, for 23, which beats the DC 21 for the Damage part of Radium's Corrosion.


Begin Round 5

20 -- Blackstar -- Unharmed

18 -- Fulcrum -- Unharmed -- 2 HP

16 -- Slick -- Unharmed

14A -- Binder -- bruised, stunned (will be fatigued at his turn next round)

14B -- Dok -- Unharmed, Blind -- 4 HPs

11 -- Cyclone -- Unharmed, Pinned/Helpless

4 -- Thunderbolt -- Bruised x2

4 -- Radium -- Unharmed, Entangled (Snare 6), fatigued

Blackstar

Standard Action: Uses Telekinesis to pull some suits of armor from the entrance hall out into the courtyard and puts them between Radium and the Capture Foam Projectors.

Fulcrum's up!

Posted

Cyclone cannot beat the Grapple check.

Toughness save, DC 29 (1d20+8=16) fails by 13, he's staggered & stunned.

Since he's stunned, he can't take any actions other than reactions. His Sustained effects may also conk out.

Concentration check to maintain Sustained Flight (DC 19) (1d20+1=13) His engines cut out and he falls. Well, would fall if Fulcrum weren't holding him.

You bring him down 100 feet.


20 -- Blackstar -- Unharmed

18 -- Fulcrum -- Unharmed -- 2 HP

16 -- Slick -- Unharmed

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed, Blind -- 4 HPs

11 -- Cyclone -- Unharmed, Pinned/Helpless, Staggered, Stunned

4 -- Thunderbolt -- Bruised x2

4 -- Radium -- Unharmed, Entangled (Snare 6), fatigued

Slick

Move Action (Partial): Race up to Archeville.

Standard Action: Attempt to Disarm the blinded Dok of his Electromagnetic Screwdriver.

Melee attack vs. blinded Dok (Defense 12), +1 from Master Plan (1d20+5=9)

Fiat re-roll, Dok gets the HP. At minimum, that automatically hits Dok.

Slick's Disarm check (1d20+8=25)

Dok cannot beat that with his opposed Str check, so Slick now has Dok's Gadget! Since Slick does not meet the requirements for using the Restricted Gadget, though, it shuts off.

Free Action: Taunt. Not Taunt as in using Bluff, just general taunting.

Move Action (Partial): Race off.

Binder

Fiat to shake off Stun. Dok gets the HP.

Standard Action: Attack with Snare.

Attack vs. blind!Dok (Defense 12); -1 from fatigue, +1 from Master Plan; power attack for -2 attack/+2 effect (1d20+4=14)

Reflex save vs. Snare (DC 22) (1d20+6=19) Fails by 3, he is entangled. Binder anchors it to the ground, so he cannot move.

(Hunh, you'd think being blind would impose a penalty on Reflex saves, but it does not.)

Free Action: Gloat. But not much, as he knows Dok is still a threat.

Move Action: Jet out of lab.


20 -- Blackstar -- Unharmed

18 -- Fulcrum -- Unharmed -- 2 HP

16 -- Slick -- Unharmed

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed, Blind, Entangled (Snare 12) -- 6 HPs

11 -- Cyclone -- Unharmed, Pinned/Helpless, Staggered, Stunned

4 -- Thunderbolt -- Bruised x2

4 -- Radium -- Unharmed, Entangled (Snare 6), fatigued

Doktor Archeville

HP to get an immediate attempt at a Fort save to dissipate blindness (DC 21) (1d20+10=30) success!

Binder and Slick are gone, but Thunderbolt's still there, and in melee range/right next to him.

Free Action: Draw steel wire bolos (Snare 4) from Utility Labcoat.

Standard Action: Attack vs. Thunderbolt (Defense 14); includes -2 from entangled; Thunderbolt must make DC 14 Ref save if it hits (1d20+6=10)

HP to reroll. Minimum would be 17, enough to hit.

Reflex save (DC 14) vs. Snare 4 (1d20+7=10) fails, so he is entangled.

This also triggers his Weakness (to being restrained with metal, -1 cumulative drain on Constitution per round)!

Free Action: HP to gain Alternate Power power feat, APin'g off his Flight

Teleport 7 (700ft per Move Action, 200 miles per Full Action; PFs: Turnabout, Triggered [when he grapples someone, teleport 350 ft. straight up, wait long enough for him to release, then teleport back to starting position])

Extra Effort to SURGE. Will be fatigued at beginning of action next round.

Standard Action: Attempt to grapple Thunderbolt.

Attack to grapple Thunderbolt (Defense 14); includes -2 from entangled (1d20+6=26) natural 20!

Dok's grapple check; includes +5 from critical hit on initial melee attack (1d20+13=17) Already used HP to re-roll once this round, cannot do so again.

Thunderbolt's opposed Grapple check (DC 17) (1d20+7=22) He makes it, so is not grappled by Dok.

Castle Defenses

Unable to target primary threat (Radium). New target: Blackstar.

Attack vs. Blackstar (Defense 14); DC 27 Toughness if it hits (1d20+14=18)

Toughness save (DC 27) (1d20+10=25) A mere bruise!


20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 2 HP

16 -- Slick -- Unharmed

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed, Entangled (Snare 12) -- 3 HPs (will be fatigued at beginning of action next round)

11 -- Cyclone -- Unharmed, Pinned/Helpless, Staggered, Stunned

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed, Entangled (Snare 6), fatigued

Cyclone

is pinned and stunned, so does nothing.

Thunderbolt

Standard Action: Pummel Dok some more with Lightning Fists!

Attack vs. Dok (16); includes +1 from Master Plan; DC 26 Toughness (Strike) & DC 21 Reflex (Dazzle) if hit. (1d20+4=17)

Dok's Impervious protects him from the Damage, but he could still be blinded.

Reflex save (DC21) vs. Visual Dazzle (1d20+6=19) He's blind! Again!

Free Action: Gloat

Move Action: Transmit through the castle's electrical systems to ???

Radium

Fiat to nix Fatigue. Fulcrum gets the HP.

Standard Action: Uses Corrosion 7 to completely destroy the remained of the Snare 6 that's on him.

Extra Effort to SURGE; will be fatigued at beginning of action next round

Full Round Action: Use Corrosion on ground Blackstar is beating. This reduces the Toughness to 6. Radium's taking a full round to destroy it, so it "takes 5," for a total of 11. DC of the Toughness save of the Damage portion of the Corrosion is 22, so it fails by 12 ( (includes -1 from the damage it's already taken)). That puts it as disabled/badly damaged, enough for there to be noticeable holes in it.


Begin Round 6

20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unharmed

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed, blind, Entangled (Snare 12) -- 3 HPs (will be fatigued at beginning of action next round)

11 -- Cyclone -- Unharmed, Pinned/Helpless, Staggered, Stunned

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed

Blackstar

Full Action: Pummel ground.

Blackstar's taking a full round to destroy it, so it "takes 5," for a total of 9 (includes -2 from the damage it's already taken). DC of the Toughness save of Blackstar's Strike is 25, so it fails by 15. That puts it at dying/destroyed, so there's now a hoe big enough for him to go through.

Posted

You're over the Black Forest, so, yeah, not a lot of cables or girders to wrap around him ;)

If you KO him or render him helpless, you can try and remove his armor.

EDIT: Road sign works, too. There are some roads that she could steer him towards.

Posted

20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unharmed

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed, blind, Entangled (Snare 12) -- 3 HPs (will be fatigued at beginning of action next round)

11 -- Cyclone -- Bruised, Pinned/Helpless, Staggered, Stunned

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed

Slick

Runs around, keeping an eye on things.

Binder

Jets up to the Labs on the 4th floor, begins downloading files.


20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unharmed

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed, blind, Entangled (Snare 12) -- 3 HPs (will be fatigued at beginning of action next round)

11 -- Cyclone -- Bruised, Pinned/Helpless, Staggered, Stunned

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed

Dok

Free Action: HP to nix fatigue

Free Action: HP to get a Fort save now to shake off blindness

Fort save, DC 21, to shake off Thunderbolt's Visual Dazzle (1d20+4=21) w00t!

Free Acton: Extra Effort to adjust Force Field to the following

Force Field 8 (Extra: Impervious 7; PF: Selective) + Linked Immunity 10 (dazzle effects, entrapment effects [grapples, snares, bonds])

Total Toughness +12 (Imp 11)

The Snare slides off him.

Full Action: Extra Effort to Switch Brain to "Melee Combat Mode". Will be fatigued at beginning of action next round.

Castle Defenses

Takes a shot at Slick

Attack vs. Slick (Defense 20), DC 27 Toughness save if hit (1d20+14=24)

Toughness save, DC 27 (1d20+6=11) Fails by 16, he's KO'd!


20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed -- 1 HP (will be fatigued at beginning of action next round)

11 -- Cyclone -- Bruised, Pinned/Helpless, Staggered, Stunned

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed

Cyclone

Is stunned, can do nothing.

Thunderbolt

Transmits himself (reluctantly) down to Castle's power core, and awaits further instructions.

Radium

Leaps down hole in courtyard, to the hangar below.

Radiation pulse to KO staff.


Begin round 7

20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed -- 1 HP (will be fatigued at beginning of action next round)

11 -- Cyclone -- Bruised, Pinned/Helpless, Staggered, Stunned

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed

Blackstar

Leaps down hole in courtyard, to the hangar below.

Searches for something...

Posted

Yes, yes it would. Does she even have her containment system yet? She may give it a go and discover the hard way that those things can melt down.

Also, on a rules question, could I flip my array to superspeed (free) and find a sign/post/metal, maybe rip out from repair, as a move action? Just something to tie the fellow up. I don't see why not, given x5000 Quickness, but I wanted to be sure. Plus I don't get my books at the moment.

I should know by now that lending stuff out is a bad idea. :D

Posted

Technically, no, you'd still need a Standard Action to manipulate an object.

And the Power Dampers (the prototype ones, at least) were going to be presented to her after dinner at the Castle ;)

Posted

Okay, Fulcrum's putting her Terminus Array into her Quickness/Speed, race to and around the castle (and take 20 on Notice checks as free actions [28 total]), and still has enough movement to zip back to Cyclone (if she decides to come back to Cyclone).

She sees... well, pretty much everything you described. She sees Slick running about, and can tell she's a lot faster than him. She sees the hole in the courtyard, and can just peer inside enough to see Blackstar and Radium running around (Radium's blasts are very bright!). She sees Dok on the 3rd floor, and Binder on the 4th floor. She does not see Thunderbolt; she doesn't know how to get to where he is.

Will she stop back at Cyclone, or somewhere else?

Posted

20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, fatigued

14B -- Dok -- Unharmed -- 1 HP (will be fatigued at beginning of action next round)

11 -- Cyclone -- Bruised, Staggered, Unconscious

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed

Slick

Is Unconscious! (KO'd by Castle Defenses last round)

Binder

Continues downloading files.


20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, fatigued

14B -- Dok -- Unharmed -- 1 HP (will be fatigued at beginning of action next round)

11 -- Cyclone -- Bruised, Staggered, Unconscious

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed

Dok

Free Action: HP to nix fatigue (0 now)

Free Action: Talk to Fulcrum

Free Action: Switch to Cloaking Field

Move Action: Fly up to 4th floor and to Binder

Standard Action: Punching!

Attack vs. Binder (Defense 12 flat-footed); power attack for +/-5, sneak attack applies due to concealment; DC 25 Toughness save if he hits (1d20+15=33)

Toughness save (DC 25) (1d20+10=27) :argh:

Castle Defenses

Re-acquire Blackstar and Radium, and target the walking nuclear reactor.

Attack vs. Radium (Defense 16); DC 23 Reflex save vs. Snare 13 if it hit (1d20+14=16)

Reflex save (DC 23) vs. Snare 13 (1d20+7=9) Fails by 14, he's bound & helpless!


20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed -- 0 HP

11 -- Cyclone -- Bruised, Staggered, Unconscious

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed, bound (Snare 13)

Cyclone

Is Unconscious!

Thunderbolt

Standard Action to Blast the mook staff and technicians down near the power core while awaiting orders.

Radium

Is helpless and bound in a Toughness 13 Snare.

Full Round Action: Attempt to break Snare with his Radiation Control (Blast) 10.

When doing so, treat the item as taking 5 on its Toughness save, for a total of 18. Against a DC 25 Blast, that fails by 7. That damages the Snare, reducing its Toughness by 1, to 12.


Begin round 8

20 -- Blackstar -- Bruised

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed -- 0 HP

11 -- Cyclone -- Bruised, Staggered, Unconscious

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed, bound (Snare 12)

Blackstar

Finds what he was looking for in the hangar computers, and begins downloading files.

Posted

He was not flat-footed, but that does hit him. Fortunately for him, his density's still up.

Toughness save, DC 34! (1d20+10=11) :shock: So, yeah, he's KO'd....

Knockback is your damage (14; power attack does not figure in) - his KB modifiers (-10 [he's dense!]) = 4 = 10 feet.

Want to knock him into anything in particular? Options are a wall, a fancy and funky jet, up (shoryuken!), or down.

Posted

Kooky is fine! Unfortunately, that's not enough to get him up & out of the hangar/back tot he courtyard, and the short fall back down won't do any more damage to him (since he's already KO'd).

And now for another mega-post :xd:

Posted

20 -- Blackstar -- Bruised, Unconscious

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed -- 0 HP

11 -- Cyclone -- Bruised, Staggered, Unconscious

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed, bound/helpless (Snare 12)

Slick

Unconscious!

Binder

Knows there is something here, most likely Doktor Archeville with his cloaking field. Unfortunately for him, he had not planned on Dok being at the Castle.

GM Fiat to shake off stun so he can act. Dok gets the HP.

Standard Action: attack with Burst Area Snare.

50/50 chance to even try hitting Dok due to Concealment; 1-10 = complete miss (1d20=7) Misses completely!

Free Action: Radio Thunderbolt.

Move Action: Fly out the room, attempt to leave Castle. He gets to the courtyard.


20 -- Blackstar -- Bruised, Unconscious

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, stunned, fatigued

14B -- Dok -- Unharmed -- 1 HP

11 -- Cyclone -- Bruised, Staggered, Unconscious

4 -- Thunderbolt -- Bruised x2, -1 Con

4 -- Radium -- Unharmed, bound/helpless (Snare 12)

Dok

Move Action: Fly after Binder

Standard Action: Punching!

Attack vs. Binder (Defense 12 flat-footed); power attack for +/-5, sneak attack applies due to concealment; DC 25 Toughness save if he hits (1d20+15=33) (exactly the same as last round -- eerie!)

Toughness save (DC 25); includes -1 penalty from bruise (1d20+9=13) Fails by 12, he's staggered & stunned!

Concentration check to maintain Flight (DC 13) (1d20+1=18) Binder's Flight doesn't cut out, so he doesn't immediately fall.

Free Action: De-cloak, put primary force field back up.

Castle Defenses

Senses Radium is still bound, switches targets to Thunderbolt.

Attack vs. Thunderbolt (Defense 14); DC 23 Reflex save vs. Snare 13 if it hits (1d20+14=19)

Reflex save (DC 23) (1d20+7=12) Fails by 11, he is bound and helpless!


20 -- Blackstar -- Bruised, Unconscious

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, fatigued, staggered, stunned

14B -- Dok -- Unharmed -- 1 HP

11 -- Cyclone -- Bruised, Staggered, Unconscious

4 -- Thunderbolt -- Bruised x2, bound/helpless (Snare 13)

4 -- Radium -- Unharmed, bound/helpless (Snare 12)

Cyclone

Unconscious!

Thunderbolt

Is bound/helpless in a Toughness 13 Snare.

Standard Action: Use Datalink to access Castle's power grid and cause an overload.

DC is 40... which he cannot get. So he's gotta do it the hard way.

Move Action: Transmit out of Snare, into power core.

Radium

Is bound/helpless in a Toughness 12 Snare. And he saw Fulcrum shoryuken Blackstar. But then she ran off.

Standard Action: Extra Effort to stunt off Radiation Control 10

    Drain Constitution 9 (deadly radiation; Extra: Area [50-ft. radius Burst]; PFs: Subtle, Slow Fade 1 [1pp per Minute])

And he waits...

Will be fatigued at beginning of next round


Begin round 9

20 -- Blackstar -- Bruised, Unconscious

18 -- Fulcrum -- Unharmed -- 3 HP

16 -- Slick -- Unconscious

14A -- Binder -- bruised, fatigued, staggered, stunned

14B -- Dok -- Unharmed -- 1 HP

11 -- Cyclone -- Bruised, Staggered, Unconscious

4 -- Thunderbolt -- Bruised x2

4 -- Radium -- Unharmed, bound/helpless (Snare 12); will be fatigued at beginning of next round

Blackstar

Unconscious!

Posted

Fortitude vs DC 19 radiation field, Radium (1d20+14=23)

AoA/PA +5/-5 vs Radium DC 34 Toughness (1d20+8=12) Not rolling so well for attack, but that's okay. :)

Move-by Action 1: Move to Radium

Free: Take 20 on Notice vs subtle radiation (27 total)

Standard: Attack

Move-by Action 2: Move to courtyard

If she can't detect it, I'll edit. I was thinking, if the field is that strong, than she may feel the heat or a tinny taste in her mouth, both which, via Knowledge (Tech), she may be able to interpret as strong EM radiation. Either way she's entering the field, so it's moot. ;)

Posted

Radium is bound/helpless, so his Defense is 5 (same as for any immobile man-sized object), and melee attacks made against him are at +4. So that 12 hits.

Toughness save, DC 34 (1d20+8=20) fails by 14, he is staggered & stunned!

(She could use Extra Effort to stunt something to give her just 1 more rank of damage, so he fails by 15, and goes unconscious... )

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