Ari Posted August 7, 2012 Author Share Posted August 7, 2012 DC23 TOU save: 8. ...Damn. Okay, #3 is outta here! Link to comment
Blue Rose Posted August 7, 2012 Share Posted August 7, 2012 This'll be my next attack. Swording: 1d20+12=19 DC23 Toughness. Link to comment
Ari Posted August 7, 2012 Author Share Posted August 7, 2012 DC23 TOU save for #4: 13! Downed. Out of rounds. Link to comment
Blue Rose Posted August 8, 2012 Share Posted August 8, 2012 Grappling one guy with her brain. Initiative: 1d20+1=17 Move Object: 1d20+8=26 Link to comment
Ari Posted August 9, 2012 Author Share Posted August 9, 2012 Succeeding by default. Roll Intimidation, please. Link to comment
Blue Rose Posted August 9, 2012 Share Posted August 9, 2012 Intimidation, and I really need to actually buy ranks in that skill: 1d20=20 Well. And I was expecting that to be embarrassing. Link to comment
Thunder King Posted August 10, 2012 Share Posted August 10, 2012 Burning an HP to get 5 ranks in intimidate...and gets a 13. Voltage is not scary at all. Link to comment
Ari Posted August 10, 2012 Author Share Posted August 10, 2012 Eh, Stormbreaker takes care of that pretty handily, both are too scared to try anything. Link to comment
Thunder King Posted August 21, 2012 Share Posted August 21, 2012 Making sure those traps will only trigger once; 36 on Knowledge Technology Link to comment
Ari Posted August 21, 2012 Author Share Posted August 21, 2012 That works! They are now fixed to break after one discharge. Link to comment
Ari Posted August 31, 2012 Author Share Posted August 31, 2012 Twenty Green Soldiers. All but 6 currently concealed. Terrifying, I know. Surprise round. Bypassing, of course, an option. EDIT: Should probably clarify what the place looks like: it's a squarish room of about 100 square feet with the service elevator in the middle, the other stairway across from you two, and a passage on your right leading to the exit with a complement for the other staircase. On your left is a large barred metal door with NO ENTRY written above it in English and Spanish. Link to comment
Blue Rose Posted August 31, 2012 Share Posted August 31, 2012 Damage 10 in a 50' burst. DC20 Reflex. DC25 Tough on failure. If there is a round 1, initiative: 1d20+1=7 Link to comment
Ari Posted August 31, 2012 Author Share Posted August 31, 2012 6 DC20 Reflex save rolls: 11, 9, 21, 20, 9, 17. All but 2 fail, 4 DC25 TOU saves: 11, 14, 23, 20. All fail, knocked out. 2 DC20 TOU saves: 20, 17. #3 succeeds, #4 fails. Link to comment
Thunder King Posted September 5, 2012 Share Posted September 5, 2012 Moving in closer, stunting a burst area, taking 10 on the attack roll...that's a DC 20 TOU save Link to comment
Ari Posted September 5, 2012 Author Share Posted September 5, 2012 7 in range, 7 DC20 TOU saves: 15, 24, 15, 9, 24, 20, 11. So all but 3 fail. Seeing as you just bashed these guys, they take off, as do their 7 buddies. Link to comment
Blue Rose Posted September 15, 2012 Share Posted September 15, 2012 Initiative of... 1d20+1=5 Crap. Link to comment
Ari Posted September 15, 2012 Author Share Posted September 15, 2012 Dr. Green's initiative: 21. Limber! The two monstrosities: Immaterial: 17. Angcrist: 12. Using the Dr. Heinz Doofenshmirtz Oddball for Dr. Green, the other two are a secret for now. Link to comment
Thunder King Posted September 18, 2012 Share Posted September 18, 2012 Voltage knows not what this 'first' is at a 9 Link to comment
Ari Posted September 18, 2012 Author Share Posted September 18, 2012 Alright, round 1: Dr. Green: Unharmed-GM Immaterial: Unharmed-GM Angcrist: Unharmed-GM Voltage: Unharmed, 3HP Stormbreaker: Unharmed, 1HP Dr. Green(Full-Action) goes and dashes(Move All-Out), running out the door and into Freedom!, moving 40ft. out the door and into the forest. Immaterial attacks Stormbreaker with a molecule-thick arm: 25. Hits. DC23 TOU save please. Angcrist attacks Voltage with punches: 23. Hits. DC27 TOU save please. Link to comment
Thunder King Posted September 18, 2012 Share Posted September 18, 2012 21...I'll just take the bruise burning an HP for a reroll Yeah, 24...that's a bruise Link to comment
Blue Rose Posted September 18, 2012 Share Posted September 18, 2012 1d20+10=16 Crap. Reroll. 1d20+10=16 And +10 makes 26. Pass. Link to comment
Thunder King Posted September 20, 2012 Share Posted September 20, 2012 Attacking for 23 Voltage is going to teleport as high as he can without leaving his first range increment and then rain down lightning with a blast. Link to comment
Ari Posted September 21, 2012 Author Share Posted September 21, 2012 Hits. DC23 TOU save: 11. Apologies King, but Fiating that that doesn't drop them in the first round. +1HP Link to comment
Blue Rose Posted September 29, 2012 Share Posted September 29, 2012 Nothing bad can come from smashing everything in the room! Slicing Gale. 50' burst Damage 10. DC20 Reflex for half. DC25 Toughness on a successful save, DC20 on failed. Preferably not hitting Voltage, but going for both baddies. Link to comment
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