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Instant Action: Just Add Ninjas! (OOC)


Quinn

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Posted

k, I'll spend a HP to gain takedown attack. Also take 10 on the nasty minions and hopeful get all of the 10 Little Ninjas. I'll also need a quick draw to get out Dyrnwyn and I'll use a Free Action to activate my Concealment.

So an attack roll of 28 and a DC23 Toughness Save.

Posted

You don't need Takedown Attack on this bunch - they're clustered together enough that they function as a single entity. That would hit quite nicely, and let's see how poorly they do...

Toughness save! (1d20+10=20) Group three takes a bruise, and Blod knocks out one of their ninjas!

Posted

Glow's turn?

She'll give a bit of a TK blasting to the ninjas who attacked her. They're blinded right? What's their defense? Can she hit them by taking 10? (That'd be 18) If so it would be a DC23 toughness save.

Posted

Yes, yes she can. Let's see how she does!

DC 23 Toughness save! (1d20+10=17) Oofa! Bruised+Dazed on Ninja Group 3!

Which means we're at the top of the round!

Ninja Squad 1 - 30 - Staggered, Dazed

Catalyst - 28 - Uninjured (-- HP)

Ninja Squad 2 - 24 - Blinded, Bruised x1

Crimson Tiger - 17 - Uninjured (-- HP)

Ninja Squad 3 - 14 - Blinded, Bruised x1, Dazed

Blodeuwedd - 12 - Uninjured (-- HP)

Glow - 8 - Uninjured (-- HP)

Ninja Squad 1 can't do squat thanks to Crimson Tiger rattling their heads a bit, so it's Catalyst's turn!

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