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Fire to the Bone [OOC]


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Posted

Device 1 (Targeting Goggles MK2; Hard To Lose; 5dp) [4pp] - Super-Senses 5 (Distance Sense, Extended [All Visual Senses, 100ft Notice Increments], Infravision [Extras: Tracking]) [5dp]

Push slaps on his goggles and takes a look around? :DNotice check! (1d20+12=27)

Posted

All right, here's what everyone who got over 15 noticed:

There seems to be a clanging noise coming from within the walls.

And here's what everyone who got over 20 noticed:

The first half of the hall is pretty much covered with dents and burns... but there's one area around where the dents start that they protrude outwards, not inwards.

Posted

Shifting form to:

Insubstantial 1 Extras: Permanent (+0) [5pp]

Elongation 5 (100ft ) [5pp]

Immunity 5 (falling damage) [5pp]

Enhanced Attack 2 [4pp]

Enhanced Defense 2 [4pp]

Enhanced Feats 9 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Hide in Plain Sight, Improved Critial (unarmed), Move By Action, Takedown Attack 2) [9pp]

Enhanced Skills 8 (Acrobatics 16, Stealth 16) [8pp]

Posted

Time for new checks! Computer if you want to check the databanks, Disable Device if you want to try opening the doors, and Knowledge (arcane lore) if you want to figure out what the hell the symbols mean.

Posted

Here's what Push finds:

Pretty much every piece of weaponry on the drones is lethal. High-impact bullets, lasers, blades -- it's meant to tear, shred, and destroy. There's also a targeting computer and a security code bank, but the bank doesn't seem compatible with the computers.

  • 1 month later...
Posted

No, I'm not talented enough to stretch Wisp's revulsion to the place past three and a half lines. I'll just work it in to the next reveal.

Posted

And now it is fighty time once more! For the ritualist, we'll be using AA's Undead Sorcerer build brought up to PL13 - Attack +7 (+13 Ranged), Defense +11 (+4 Flat-Footed), Toughness +14 (+6 Protection, +8 Force Field), Reflex +9, Will +9, and powers adjusted to match.

For the einherjar, we'll be using AA's Kid Hero build at PL11 - Attack +7 (+11 Unarmed), Defense +11 (+3 Flat-Footed), STR 32 (+11), Toughness +11, Reflex +7, Will +7.

Ritualist goes on 9.

Einherjar go on 21, 15, and 11.

Cannonade goes on 24.

Posted

Initiative #2 (1d20+0=12)

I'm going to repost my Shapeshifting allocation, so I don't have to keep digging it up, but spoiler tag it.

Shifting form to:

Insubstantial 1 Extras: Permanent (+0) [5pp]

Elongation 5 (100ft ) [5pp]

Immunity 5 (falling damage) [5pp]

Enhanced Attack 2 [4pp]

Enhanced Defense 2 [4pp]

Enhanced Feats 9 (Ambidexterity, Attack Focus Melee, Dodge Focus 2, Hide in Plain Sight, Improved Critial (unarmed), Move By Action, Takedown Attack 2) [9pp]

Enhanced Skills 8 (Acrobatics 16, Stealth 16) [8pp]

Posted

All right. Initiative time.

Cannonade: 24, Unharmed, 2 HP

Einherjar 1: 21, Unharmed, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Unharmed, 0 HP

Atlas: 12, Unharmed, 4 HP

Einherjar 3: 11, Unharmed, 0 HP

Ritualist: 9, Unharmed, 0 HP

Cannonade goes first. He bolts out into the main chamber and aims for the Ritualist. And misses entirely. Einherjar 1 decides to act, aiming for Cannonade. He does even worse.

Push is up next.

Posted

Ritualist takes a Bruise, Einherjar 1 is Stunned and Staggered, Einherjar 2 is Bruised and Stunned, Einherjar 3 is just fine.

Cannonade: 24, Unharmed, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 4 HP

Einherjar 3: 11, Unharmed, 0 HP

Ritualist: 9, Bruised x1, 0 HP

As Einherjar 2 is Stunned off his ass, Atlas is up next.

Posted

The attack hits, and I'll let the Opposed Grapple roll stand as is. Einherjar 3 is Bruised and Stunned, and is Bound.

Cannonade: 24, Unharmed, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP

Ritualist: 9, Bruised x1, 0 HP

It's the Ritualist's turn, and he chooses to launch a Blast at Cannonade. It hits him straight on, necessitating a DC28 Toughness save. Cannonade takes a Bruise. And we're onto Round 2.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP

Ritualist: 9, Bruised x1, 0 HP

Cannonade opens the round, so he tries to punch the Ritualist, using All-Out Attack for -2 DEF/+2 ATT. It hits, necessitating a DC24 Toughness save from the Ritualist. The Ritualist takes another Bruise.

Cannonade: 24, Bruised x1, 2 HP

Einherjar 1: 21, Unharmed, Stunned (Wisp's Action), Staggered, 0 HP

Push: 19, Unharmed, 1 HP

Wisp: 17, Unharmed, 1 HP

Einherjar 2: 15, Bruised x1, Stunned (Wisp's Action), 0 HP

Atlas: 12, Unharmed, 3 HP

Einherjar 3: 11, Bruised x1, Stunned (Atlas's Action), Bound, 0 HP

Ritualist: 9, Bruised x2, 0 HP

Einherjar 1 is still Stunned, so it's Push's turn.


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