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Something in the Water (OOC)


Raveled

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Posted

Okay! With Cape's IC post (how did I miss that?) we are out of combat. Feel free to do... social/investigative stuff.

Posted

Animus will use the Dingo form's Scent and Track to sniff up some clues!

I'm honestly not sure if the Super Senses Tracking keys off of Survival or Notice. The skill, feat and power seem to cross reference each other in the book. So I'll just make a Notice check for now!

Track via Scent (1d20+6=11)

Hopefully he can detect who else may be in the plant!

Posted

There's nothing incriminating on the hobos, except for the weapons. They are all dirty and smelly -- meaning that they are probably genuine street people, not thugs or mercenaries simply dressing the part.

Know/Streetwise from anyone who wants to roll it.

Posted

All Out/Power-Attack with Flash-Bang Grenade. +5 ATK/-5 Def

Flash-Bang Grenade: Dazzle 5 [normal vision/auditory] (Extras: Area [burst]; Drawbacks: Reduced Range [5 70ft Range Increments, 350ft Max Range]; Feats: Indirect) [15PP]

Use indirect so it comes in from above them. All within a 25 ft blast radius of barrel need to make a DC 20 Save or be Dazzled. 10+5+5=20.

Move action duck down from behind some cover for a bit more defense when the other vagrants start firing back.

Once it detonates, free action to make a new weapon.

Spread Stunner: Stun 5 (Extras: Area [Cone - 50 ft long, 50 ft wide, 25 ft high]) [15PP]

Edit: Forgot Initiative.

Myrmidons' Initiative: 1d20+1=5 Gah. I'll live with it though.

Posted

20 hobos, acting in four groups of 5; two groups are at the bottom of the basin, one group is at the top, one group with the barrel. Stun grenade catches barrel-men. If more than 3 are Dazzled, bad stuff starts to happen.

Reflex save, vs DC 15. (1d20+1=3, 1d20+1=8, 1d20+1=12, 1d20+1=15, 1d20+1=3)

And that's bad stuff! Myr gets a HP due to Accident.

Initiative for thugs, by group (1d20+1=17, 1d20+1=4, 1d20+1=5, 1d20+1=18)

Initiative order is

Animus -- Uninjured -- HP x1

Thug 1 -- Uninjured -- GM

Thug 2 -- Uninjured -- GM

Thug 3 -- Uninjured -- GM

Thug 4 -- Uninjured -- GM

Thug 5 -- Uninjured -- GM

Lord Steam -- Uninjured -- HP x2

Thug 6 -- Uninjured -- GM

Thug 7 -- Uninjured -- GM

Thug 8 -- Uninjured -- GM

Thug 9 -- Uninjured -- GM

Thug 10 -- Uninjured -- GM

Thug 11 -- Uninjured -- GM

Thug 12 -- Uninjured -- GM

Thug 13 -- Uninjured -- GM

Thug 14 -- Uninjured -- GM

Thug 15 -- Uninjured -- GM

Myrmidon -- Uninjured -- HP x4

Thug 16 -- Dazzled -- GM

Thug 17 -- Dazzled -- GM

Thug 18 -- Dazzled -- GM

Thug 19 -- Uninjured -- GM

Thug 20 -- Dazzled -- GM

Animus is up.

Posted

Free Action: Reconfigure Array (Crocodile)

'Move' Action: Drop among barrel handlers

Standard: Attack barrel handlers

Taking 10 per minion rules, with full +5/-5 All-Out/Power Attack. DC 28 Toughness.

Makes me wish I had Takedown Attack. Perhaps HP it!? :D

Posted

(20:40:22) Raveled: Darius! Gonna go for the HP and Takedown?

(20:40:30) Dariusprime: Rav: Yes!

They cannot make the save, so Thugs 16-20 are down for the count.

Aid Another on 4 thugs, for Thug 5. DC 10 (1d20+2=22, 1d20+2=21, 1d20+2=16, 1d20+2=19)

Thug 5 has +4 Att and +4 Def! Attack on... Well, Animus is the only one they can see. :D

Pistol attack, vs Animus' Defense. DC 17 (1d20+6=25) Oooo, that hits.

Posted

Right:

Move action (hopefully he can reach them)

Standard Action, Baritsu cane whipping left, right and all about! ha-soo!

Shifted -5 +5 DC attack on the minions, taking 10 to hit them, I really hope an attack roll of 16 will hit them (especially as they are flat footed?). Thats a DC 25 Tough save for 'em. Using Takedown attack 1 so hopefully I can get 5 or so whipped down.

Posted

I believe I stated that it was about 50 ft. So Steam could Charge them and still get within range; want to do that?

  • 2 weeks later...
Posted

Spread Stunner: Stun 5 (Extras: Area [Cone - 50 ft long, 50 ft wide, 25 ft high]) [15PP]

Myr moves forward out of cover to shoot at the ones on top of the basin with his spread stunner. However many are within the blast radius need to make a DC 15 Ref/Fort save.

Posted

Animus -- Injured x1 -- HP x0

Thug 1 -- Uninjured -- GM

Thug 2 -- Daze -- GM

Thug 3 -- Stun -- GM

Thug 4 -- Uninjured -- GM

Thug 5 -- Uninjured -- GM

Lord Steam -- Uninjured -- HP x2

Thug 6 -- Out! -- GM

Thug 7 -- Out! -- GM

Thug 8 -- Out! -- GM

Thug 9 -- Out! -- GM

Thug 10 -- Out! -- GM

Thug 11 -- Uninjured -- GM

Thug 12 -- Uninjured -- GM

Thug 13 -- Uninjured -- GM

Thug 14 -- Uninjured -- GM

Thug 15 -- Uninjured -- GM

Myrmidon -- Uninjured -- HP x4

Thug 16 -- Out! -- GM

Thug 17 -- Out! -- GM

Thug 18 -- Out! -- GM

Thug 19 -- Out! -- GM

Thug 20 -- Out! -- GM


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