Electra Posted December 14, 2011 Posted December 14, 2011 Not a great roll, but Wander goes on 18. Erin Prime is going almost as quickly, which is embarrassing. She goes on 16.
Avenger Assembled Posted December 14, 2011 Author Posted December 14, 2011 Edge: 26 Thirty Robot Mimes: 20 Wander: 18 Erin-Prime: 16 Midnight: 7 Mark Inspires, giving all his allies +5. (Hey, it's what he does best.) Fifteen of the mimes (wave A) reach the observation deck. (They're minions, don't worry). They attack the happiest, flashiest-looking guy around: Mark. I'll say they're not currently using their combat array, since they don't know what kind of a fight they're in yet! 10 hit, including multiple crits Saves vs. the crits: Mark is bruised Saves vs. the non-crits: 1 Fine 2 Fine 3 Bruisedx2 4 Fine 5 Bruisedx3 6 Bruisedx4 and dazed 7 Fine 8 Fine Okay, Mark is Bruisedx4 and dazed and surrounded by angry mimes! Wander is up.
Electra Posted December 14, 2011 Posted December 14, 2011 Wander will start by attacking the mime nearest Erin Prime, whichever one it is. She is inspired, so that's a +5 to the bat attack. Not bad, a 28. DC 25 toughness save, Takedown Attack 2. I have been informed that Wander could take this wave out, but she is only going to take out the half of the group nearer to her because for her move action she is going to grab Erin Prime and get her to safety the fastest way she knows how, by using Extra Effort to surge and jump out of the building and away. Slow fall should land them on the ground several hundred feet away from the base of the tower. I'm going to pay off the fatigue from the surge with the HP I got from AA simultaneously invoking all of Erin's complications.
Avenger Assembled Posted December 14, 2011 Author Posted December 14, 2011 That's seven robots down. Erin-Prime spends her action going AAAAAAAAAAAAAAAAAAAAAA (and runs thirty feet away) Midnight is up.
Gizmo Posted December 14, 2011 Posted December 14, 2011 Midnight II Free Action: Arrange Gadgets: Snare 12 (Extras: Area [General, Cone], Flaws: Action [Full Action], Limited [Metal], Power Feats: Progression 4 [Area]) [16PP] (magnetize the Eiffel Tower!) Super-Movement 3 (Slow Fall, Wall-Crawling 2 [Limited to Metal]) [4PP] (magnetic boots)Extra Effort: Surge for Standard Action. Standard Action: Charge, Escrima Sticks: Power Attack 5, Inspire 5, Charge. (1d20+16=32) Okay, so: DC 22 Reflex save for all the robot mimes against the Snare, then Trevor makes a bee-line for the nearest mime and/or one of them that's bound and helpless. DC 28, 30 if they're helpless. He does have Takedown Attack 2, let me if that comes up.
Avenger Assembled Posted December 14, 2011 Author Posted December 14, 2011 Looks convincing. Let's see. 1d20+9=18, 1d20+9=12, 1d20+9=15, 1d20+9=27, 1d20+9=19, 1d20+9=22, 1d20+9=27, 1d20+9=29, 1d20+9=14, 1d20+9=26, 1d20+9=16, 1d20+9=15, 1d20+9=13, 1d20+9=15, 1d20+9=24, 1d20+9=29, 1d20+9=15, 1d20+9=21, 1d20+9=28, 1d20+9=28, 1d20+9=24, 1d20+9=17, 1d20+9=22 Pass on 22 or higher: 1111111111: 10 Entangled on 17 or higher: 1111: 4 Helpless 16 or lower: 111111111: 9 All right, I'll say Trevor takes out all the robots still on the gallery and some in the second wave: all the entangled or helpless ones are down, leaving 10 robots left in the fight.
Avenger Assembled Posted December 15, 2011 Author Posted December 15, 2011 Edge: -2 HP Mark spends an HP to cancel his dazed state. He spends his move action walking to the edge of the hole and looking down at the remaining robots. He then stunts the following effect: Damage 13 (Extras: Selective, Targeted Area [shapeable]) (PFs: Progression 2 [13 25 foot cubes]) [41/41], giving him range enough to hit the whole face of the tower. and misses! But that's why Mark's an HP font. 30 with the HP Tou vs 28: None of the mimes can make that, so they all blow up. Mimes: On the mimes turn, their maker appears. He's using the stats for Thing Kong here, with an INT of 20. He uproots a tree and chucks it at Mark. A miss! Supermime's to-hit is currently 11. Wander is up.
Electra Posted December 15, 2011 Posted December 15, 2011 Wander is going to go ahead and do a full Power Attack on MegaMime, nothing terribly fancy, just using the bat. For her move action, she will use Move-By action to rush up to the mime, then Move-By to race away in a direction away from Erin Prime and most of the civilians, towards whatever that big water feature near the tower is. 1d20+5=CRITICAL HIT! 25 Yaaaaaaaaay! I believe that is a DC 35 toughness save.
Avenger Assembled Posted December 15, 2011 Author Posted December 15, 2011 Bruised! I'll take it. I assume Erin-Prime continues to flee? (The giant mime robot will continue to ignore her)
Gizmo Posted December 15, 2011 Posted December 15, 2011 Midnight spends an HP to avoid fatigue from the surge last round. Move Action: Grapple-line down to the Ultramime fight. Free Action: Release midnight mist. Free Action: Arrange Gadgets: Damage 10 (Extras: Ranged) [20PP] (exploding throwing disks)Standard Action: Exploding throwing disks, Power Attack 5. (1d20+4=18) So, DC 30 or 32 if Sneak Attack applies.
Avenger Assembled Posted December 15, 2011 Author Posted December 15, 2011 37 Ouch, nat-20! Okay, so the robot takes that hit and is fine.
Avenger Assembled Posted December 16, 2011 Author Posted December 16, 2011 Mark is currently down 4 HP (with three remaining) He teleports down to ground level so he can attack the giant mime robot. (fluffing it as 'jumping out and then teleporting') He blasts it. And actually manages to miss! Wow, I'll spend an HP on that. That hits automatically. 18 All right, the giant mime is bruised, staggered and dazed. I'll fiat away his dazed (giving Mark an HP back). He attacks Mark (I'll say Mark doesn't have concealment from him, since I described him as physically touching him) 19 Wander is up.
Electra Posted December 16, 2011 Posted December 16, 2011 Wander is going to slip on her ruby glasses and have another go at the robot. Same deal as before, move to get in, power attack with the bat, move-by to get away. 1d20+5=16 DC 30 Toughness Save
Gizmo Posted December 18, 2011 Posted December 18, 2011 Midnight Move Action: Auto-DC 30 Demoralize w/ Skill Mastery. Free Action: Arrange Gadgets: Drain Toughness 10 (Extras: Affects Objects) [20PP] (corrosive acids)Standard Action: Splash Acid. (1d20+14=29)
Avenger Assembled Posted December 18, 2011 Author Posted December 18, 2011 The sheet as written has a Fort save, but I've described it as a robot, so! 17 24 And Mark's HP is no help, bleah. Still, that hurt it! Mark's down to his last two HP. Failed by 3, so its Tou drops by 3 to a mean +14.
Gizmo Posted December 18, 2011 Posted December 18, 2011 Move Action Intimidate, Second Chance. (1d20+20=36) Fffff.
Avenger Assembled Posted December 19, 2011 Author Posted December 19, 2011 Edge: Edge goes ahead and blasts the thing. Power Attack with his Blast. 26 All right, I'll spend Mark's second to last HP to give Edge Improved Crit on that. DC 38 Tou save Staggered again, which means it explodes!
Avenger Assembled Posted December 19, 2011 Author Posted December 19, 2011 Mark falls 30 feet and takes some damage. Bruised and dazed, sure But Electra has said Erin will Interpose herself between Mark and the ground, so instead I'll blow his last HP to that effect.
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