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In a Handbasket (OOC)


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Round 1 [surprise round]:

Standard Action: Harrier initiates a grapple attempt against Tommy, who he can't miss as a flat-footed minion.

10 vs 25 Having failed by 15, Tommy is Bound and Helpless under our grapple rules

Move Action: Harrier attempts to Startle Tommy as a Move Action, taking a -5 penalty on the roll.

Tommy fails badly, and is Startled

Round 2 [initiative]

Harrier: 19 Gangsters: 11 Tommy: 3

Not sure of what to do, Harrier holds his action till the gangsters go. He'll go after them from now on.

One of the gangsters pulls out a pistol and blasts Harrier in the chest. He hits, as Harrier is flat-footed in the grapple.

TOU DC of 18 Harrier passes easily

Realizing that they're dealing with a superhuman opponent, the other five gangsters all pull out their weapons and open fire: Two hit

Harrier passes both

Harrier: Realizing that he's under lethal attack, Harrier automatically pops his armor as a free action.

Standard Action: Harrier attacks Tommy with a +5 Power Attack. He's a minon and can't make the DC 30 Tou save, and so is automatically unconscious

Harrier surges to attack all the gangsters, knocking them all unconscious by taking 10 and Power Attacking.

Round 3:

There's an Omegadrone in the bar fighting with the patrons. The crowd starts screaming and running and more gangsters open fire on the monster as they run for the door, but none of them can get past his Impervious. Harrier realizes he's in a very bad situation and starts walking out the rear door.

Bad move, as the bartender kicks open the rear door to reveal that that's where he's been keeping the heavy weapons over the years!

He catches Harrier flat-footed and shoots him with a rocket launcher. But Harrier dodges! With his Impervious, Harrier passes the halved damage without needing to roll. But the rest of the bar doesn't; the half-dozen people who didn't get out this round are all knocked unconscious by the explosion.

And that's when we'll start, with Harrier in a burning mob bar full of unconscious people.

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Spending an HP to reroll a crappy first Knowledge: Structural roll, using Eidetic memory: 1d20+15=25, so a result of 35.

In order to actually effect the repair, I'm going to have her cut a table in half and use the pieces as sister-joists to marry the two severed beams. I saw it on HGTV once, it worked really well. Spending another HP to power stunt Precise onto her laser vision. This will probably take a couple of turns.

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