Thunder King Posted July 3, 2012 Share Posted July 3, 2012 26 to blast this guy, damage shifting for two That's a DC27 TOU save Link to comment
Ari Posted July 3, 2012 Author Share Posted July 3, 2012 That hits! DC27 OU save: 22! Dazed and Bruised again! New round: Amber Curse: Bruised(x3), Dazed-GM Stormbreaker: Bruised(x1), 1HP Voltage: Unharmed, 3HP The Amber Curse is Dazed, can take no action. Take it away Blue! Link to comment
Blue Rose Posted July 7, 2012 Share Posted July 7, 2012 Sword, with +/-2 Power Attack. DC25 Toughness. 1d20+10=22 Link to comment
Ari Posted July 7, 2012 Author Share Posted July 7, 2012 DC25 TOU save: 11. Dayum. Okay, the Amber Curse is down. Bravura! However, as he loses control over the eye of Argon due to losing consciousness, and goes plummeting towards the ground, from a height that even if he hit the ground with his armored body would surely be fatal to him. Link to comment
Blue Rose Posted July 8, 2012 Share Posted July 8, 2012 Would you like to take this, or shall I just catch him with windomancy? Link to comment
Thunder King Posted July 8, 2012 Share Posted July 8, 2012 Voltage can get him, And does, with a 15 Link to comment
Blue Rose Posted July 9, 2012 Share Posted July 9, 2012 Did he take my sword with him? Link to comment
Blue Rose Posted July 31, 2012 Share Posted July 31, 2012 Knowledge: Arcana for wtf. 1d20+5=17 Link to comment
Ari Posted July 31, 2012 Author Share Posted July 31, 2012 This place matches the description of the Atleantean chamber where the Eye of Argon was first found after it was removed from Amanda McKittrick in the 50's, bearing a clear warning about the blood shed in pursuit of its power. Currently, the sapient artifact should be 'recharging' itself, gathering its power to call for a wielder once again. Link to comment
Ari Posted July 31, 2012 Author Share Posted July 31, 2012 DC15 Notice checks for both Voltage and Stormbreaker, please. Link to comment
Blue Rose Posted July 31, 2012 Share Posted July 31, 2012 Take 10 via skill mastery. Result of 15. Link to comment
Ari Posted July 31, 2012 Author Share Posted July 31, 2012 Alright. Stormbreaker hears the sound of gasses pouring into the room, Voltage does not. Link to comment
Blue Rose Posted July 31, 2012 Share Posted July 31, 2012 It would be funnier if Silvia didn't notice. I do hope you're aware of her environmental control power. Calm weather and breathable air within twenty-five feet. Link to comment
Ari Posted August 2, 2012 Author Share Posted August 2, 2012 The four have the basic Soldier stats from the core, but each with a Device bearing the power: Blast 7(Feats: Alternate Power)[15PP] AP:Snare 7[14PP] Though I dare say they won't get to use it for long. Link to comment
Thunder King Posted August 2, 2012 Share Posted August 2, 2012 24 on a knowledge technology to check for what the device attached to Voltage does Link to comment
Ari Posted August 2, 2012 Author Share Posted August 2, 2012 Succeeded, it is a powerful transportation device that transmits molecules in a certain radius around it to a receiver. It was discovered by ASTRO Labs to have the side-effect of making those transported by it dehydrated and largely numb, sometimes even unconscious. The design was discarded by the lab immediately after that finding. Link to comment
Thunder King Posted August 2, 2012 Share Posted August 2, 2012 Teleporting above the pair from the ground, blasting one of the minions taking ten for a 20 on the attack, (DC 25 TOU save) If he fails, as soon as Stormbreaker takes care of the other guy; 35 to hack the computer to determine where the device was going to take them Link to comment
Ari Posted August 2, 2012 Author Share Posted August 2, 2012 DC25 TOU save for Green Soldier #2(and there's three standing guard, not two): 13! They down. Also, Initiative rolls if you please. The Green Soldiers rolls: #1 gets 9, #3 gets 8, #4 gets 2. Success. The device was going to teleport them to some place in the Yucatan Peninsula. Link to comment
Blue Rose Posted August 2, 2012 Share Posted August 2, 2012 Initiative: 1d20+1=10 And in my next post (as soon as TK does the IC post for the teleport/zap routine), the other three will have to roll DC20 reflex versus an area attack. DC25 Toughness on failure, DC20 Toughness on success. Assuming, of course, the room is big enough for me to not hit Voltage with the burst. And that the other three are clustered tight enough to catch 'em all. Link to comment
Ari Posted August 2, 2012 Author Share Posted August 2, 2012 Well, #4 is right next to her and on a direct line to the other two, and Voltage is flying, so I'd say she's got a clear shot. Link to comment
Ari Posted August 3, 2012 Author Share Posted August 3, 2012 D20 REF saves for the three other Green Soldiers. #1 gets a 7, failed, #3 gets a 21, #4 gets a 20, so both succeed. That is bananas. DC20 TOU save for #1: 18, failed! #1 is down. Round One! Initiative Order: 1. Voltage: Unharmed, 3HP 2. Stormbreaker: Unharmed, 1HP 3. Green Soldier #3: Unharmed, GM 4. Green Soldier #4: Unharmed, GM Link to comment
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