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Graduation Day: There Won't Be A Next Time (OOC)


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Posted

10,000 Omegadrones to fight

I'll break them up into 5 groups of 2000 each.

Omegadrones have +5 Attack and do +7 Damage; they have +4 Defense and have +8 Tou.

Force Modifier of +10

So each group will have:

ATK: +15

DMG: +17

DEF: +4

TOU: +18

Init: +4

I'll say they have a Morale modifier of +5 given their nature

I'll say there are two groups of 2000 in City Center.

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Posted

Wander: 31 (5 HP/+1 Trevor, +1 Terminus, +1 Earth EZO1)

Edge: 20 (8 HP, +1 Rick, +1 Terminus)

Sage: 18 (1 HP)

Group B (in City Center): 18

Cobalt Templar: 11 (2 HP, +1 Quo-Dis)

Midnight: 8 (4 HP/+1 Erin, +1 Travis)

Group A (in Freedom Hall): 7

Posted

Wander is going to use her move action to leap into combat with the Omegadrones. They should be flat-footed because her initiative is much higher, so she won't bother feinting. Full power attack, with bat.

Spending 1 HP to remove the drawback from her bat.

1d20+10=27. That's a DC 35 toughness save, plus up to +10 from autofire.

Posted

Sage: HP 1

Move Action: Stepping off Redbird and bringing the battle to the Omegadrones rising to meet them. Sage is determined to ensure her friends have a safe landing and egress.

Standard Action: TK Blade [+12] vs Defense +4 [14] (1d20+12=30). TK Blade has Improved Critical 2 [18-20]. Opting to increase the Save DC, so a DC 32 Toughness save.

Posted

Ouch, they nat-20ed and passed the first time!

28

Ow.

OK, they're staggered and disrupted x2.

Normally Group A would attack Wander, but they're so beaten up they can't fly down there this round. They'll attack Sage, since she's the one who attacked them the most recently.

And they miss!

Okay, CT is up.

Posted

I'm going to operate on the assumption that Cobalt Templar already had his forcefield up, and simple opened a couple of holes in it when they broke through the water. Thus, I'm going to go with the thought that he can simply Sustain his shielding (which is basically the shapes either joined or layered as much as possible, with a fair bit of room around the bike).

Thus, he should be able to attack, and even move.

Move Action: Move up to the top of the "shell" around the Bike, while still staying grounded to the structure.

All-Out Attack 2: Defense now +3, Attack now +11

Power Attack 2: Attack now +9, DC now 26.

Standard Action: Fire at Group A, Blast Attack

Even with their pathetic defense, 12 isn't enough.

Hero Point Reroll!

Booyah! Natural 20! 29 total!

I'll take the +5 Damage, which means Group A needs to make a Toughness Save DC 31!

Posted

Midnight II

Free Action: Arrange Gadgets:

Damage 15 (Extras: Area [General, Burst], Selective, Flaw: Action [Full Action], Distracting) [death blossom] (15PP)
Full Action: Death Blossom.
Posted

Calling Lethal Damage now

Move Action is Acrobatic Bluff, Skill mastery, DC 28.

Standard Action charge attack, -2 defense, +2 attack. All out power attack, -5 to defense, +5 to damage.

First attack roll not good enough, spending HP.

1d20+17=30


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