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Imma Bee (OOC)


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Posted

With Improvised tools and Quick Change 2 Ace assumes a disguise of fluer as a free action.

He'll set his gadgets to Forcefield 7 (Impervious 3) (13 toughness Impervious 3 total)

Posted

Initiative (1d20+7=8)

Dok is not being particularly stealthy, yet, partly because he was 'ported in not fully prepared. But largely b/c he doesn't think Bee-Keeper's going to be a real threat.

He does have this, though, via his Gadgets:

Nullify 7 (all powers of an "electromagnetically-controlled insects" descriptor; Extra: Duration [Concentration]; Flaw: Unreliable [50/50 chance])

And switching tentacle-brains to Enhanced Wisdom (keep the eyes peeled & the mind strong!).

Posted

For her move action, Stesha will activate her Summon power and bring the trees to her assistance! Some of the trees, anyway.

As her standard action, she's going to stunt this off her plant control array and attempt to turn the bees against their foul master!

Mind Control 13 (Extra: Burst Area, Selective) (Flaw: Distracting) (Extras: Progression on Area x5)(44 pp)

Power Check roll 1d20+13=25

Posted

That gets all but six of them. They'll follow your command after your next turn.

The six bees:

Three of them are going to attack Doctor Archeville, as he's the only intruder they can see, and who they can hurt, who isn't Fleur.

Two of them Aid (an action they can't miss on), and the third stingsDoctor Archeville: DC 22+5 from Autofire is a DC 27 Fort Save to avoid Drain Dexterity 12.

One is going to stay adjacent to the Bee-Keeper.

The other two are going to gang up on 'Fleur de Joie' (aka, Ace) and try and grapple her, as they've been instructed by the Bee-Keeper to do so. One's going to aid the other: 27 That hits. That's a DC 55 Grapple check, which Ace can't beat.

IC post coming.

Posted

Fort save vs. Drain Dex Bee Venom (DC 27) (1d20+9=21)

Fails by 6, so he's down 6 Dex. Dex is now... 7 (-2).

Free Action: Groan in agony!

Free Action: Maintain Force Field

Standard Action: Reconfigure Gadgets

Strike 15 (Extra: Shapeable Area [General, 15 5-ft. cubes]; Flaw: Action [Full Round])

Descriptor: electrical arcs

Free Action: Extra Effort to SURGE!

Full Action: Target the three bees that attacked him; I'm fairly certain they're so big he can use all his squares to just cover them, with none left over.

DC 25 Reflex saves, then DC 30 or 22 Toughness saves.

Posted

And the complication comes up...AGAIN. ;)

So, shooting the bee holding 'Stesha', using:

Cosmic Energy Control 16 (Extra: Penetrating x15; PFs: Accurate x2, Affect Insubstantial x2, Improved Range x2 (Rank x50)

Power attacking for 5, all out attacking for same...

attack on Bee (1d20+8=16)

I don't know if that is a hit, but I'm spending the HP EVEN IF IT IS to make sure.

shooting Bee w/ HP (1d20+8=9)...that sucked. +10 = a 19

Spending ANOTHER HP to surge...

Cosmic Energy Control 16 (Extra: Penetrating x15; PFs: Accurate x2, Affect Insubstantial x2, Improved Range x2 (Rank x50)

Power attacking for 5, all out attacking for same...

Fire two! (1d20+8=28)

Posted

OK, his attempt to counter Stesha's power fails. Have an HP for the Fiat anyway, Stesha.

So instead he shoots Dark Star with his Transform power! This is a ranged attack that will transform Dark Star into a Bee-Person! Except that Freedom Angel is interposing, so I have to roll for him.

And he fails! Hmmmm... He gets an HP for his heroic actions, but that won't save him

Posted

Standard action: Set Gadgets to Fatigue 14 (Knockout lipstick; Flaws: Requires grapple (or willing target ;)), Distracting; Power Feats: Subtle, Sedation, Incurable) [10pp]

Move action: Bluff (Trick?) Bee into carrying me up to the bee keeper ungrappled Skill mastery for a 34.

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