Tiffany Korta Posted September 23, 2012 Author Posted September 23, 2012 Initiatives are: 24 Starlight, 4HP, unharmed 22 Synth, 1HP, unharmed 12 Grue, unharmed So Starlight to start.
Raveled Posted October 3, 2012 Posted October 3, 2012 Hm, keep forgetting this. Starlight Move Action: Approach the navigator. Standard Action: Intimidate check. Intimidate check. (1d20+4=20)
Tiffany Korta Posted October 3, 2012 Author Posted October 3, 2012 Drone's resistance 1d20=5, so he's shaken. Synth is up next.
Supercape Posted October 3, 2012 Posted October 3, 2012 Move Action: Leap to the Drone! Standard Action: Grapple Attack... 1d20+10=11 Oh well....
Tiffany Korta Posted October 3, 2012 Author Posted October 3, 2012 With his penalty from the demoralize that actually a hit. For simplicity his Grapple Roll is 1d20+4=17, -2 for the shaken for a grand total of 15!
Supercape Posted October 4, 2012 Posted October 4, 2012 Can't access IC right now, but Synth can't possibly roll under 23.. So I guess that means grappled!
Tiffany Korta Posted October 9, 2012 Author Posted October 9, 2012 The Grue drone action is to do as all good villians do, gloat. You have a round until the Grue in the ship will board the Sleipnir.
Raveled Posted October 12, 2012 Posted October 12, 2012 Starlight is going to Coup de Grace the Grue, with lethal damage. Automatically hits, DC 30 Toughness save and a DC 20 Fort save if he's not dead. Tiff, can I get the result of the rolls before I post IC?
Tiffany Korta Posted October 15, 2012 Author Posted October 15, 2012 Fort save for the Grue 1d20+2=3, yeah he's in trouble.
Supercape Posted October 16, 2012 Posted October 16, 2012 [New build] Synth will reconfigure her VA to prepare for new threat. 10 PP 4 PP to enhanced strength (Bringing Strength up to 30) 6 PP spare
Supercape Posted October 27, 2012 Posted October 27, 2012 Configuring stem cell array to make Synth immune to all fort saves!
Tiffany Korta Posted November 27, 2012 Author Posted November 27, 2012 For easy we're keeping the Initiatives from the last go around. 24 Starlight, 4HP, unharmed 22 Synth, 1HP, unharmed 12 Grue, unharmed We have 5 Grue troopers, plus the ships pilot. I'm using the Grue Drones from Freedom City and they are all Minions. Let's start with Starlight.
Raveled Posted December 2, 2012 Posted December 2, 2012 Starlight Starlight's energy wall is up, so let's just go with scaring those Grue, hm? Full Round Action: Intimidate check. Starlight's Intimidate check. (1d20+12=31)
Tiffany Korta Posted December 3, 2012 Author Posted December 3, 2012 Grue being Grue I'm going to use a single role for all of them, so WIll Save 1d20=8. So yeah they're all shaken. Synth's up next.
Supercape Posted December 3, 2012 Posted December 3, 2012 Well as they are minions, Synth will wade through them, taking 10 on attack rolls for 20. Presuming that hits, its DC 25 Toughness Save (as she has an extra 4 points STR from variable power), and if they fail, takedown attack 2 to move to the next one, rinse, repeat!
Tiffany Korta Posted December 4, 2012 Author Posted December 4, 2012 So I make that three Grue to Go! There Toughness saves are 1d20+2=21, 1d20+2=22, 1d20+2=4. So we're three Grue down with two to go. An IC post first then the two Grue will get a pop.
Tiffany Korta Posted December 11, 2012 Author Posted December 11, 2012 The two grue will try to fire there blaster's at Synth 1d20+2=11, 1d20+2=9. Yeah that's not going to work! The Grue pilot's starting to seperate the two ships, you'll have two rounds (if needed) before it' effects well be felt. And we're back round to the top 24 Starlight, 4HP, unharmed 22 Synth, 1HP, unharmed 12 Grue x 2, unharmed
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