Avenger Assembled Posted July 7, 2012 Posted July 7, 2012 OK, Harrier goes ahead and attacks the nearest drone. 20 If that hits, that's a DC 32 Tou save for that drone. If it misses, he'll spend an HP to reroll. His defense is currently at +7 (so his TN to hit is 17)
Supercape Posted July 10, 2012 Author Posted July 10, 2012 Rolling three toughness for prudence sake! 1d20+6=16, 1d20+6=13, 1d20+6=20 No 1 fails by 16, so KO, Take down applies to number 2, who is also KO'd, but number three is merely dazed and disabled! Post away Wave Eye is then up, as he has delayed. EDIT: What were you attacking with by the way? As disarmed? I dont get the DC 32 Toughness from a melee Strength Strike? I presume it was a fully shifted all out, power attack, which gives a DC of 31 (not that it made much difference....)
Ari Posted July 10, 2012 Posted July 10, 2012 Using the Damage power of the Conch again on the only non-KO'd drone. Accurate Attack(+-2) roll: 23! DC25 TOU save if that hits.
Avenger Assembled Posted July 11, 2012 Posted July 11, 2012 Thanks for the reminder, SC: I'd forgotten to use the DC for Harrier's unarmed strikes rather than his melee weapon.
Supercape Posted July 11, 2012 Author Posted July 11, 2012 No problemo! least I am not going potty. Post away IC and I will then resolved Wave-Eyes action.
Supercape Posted July 15, 2012 Author Posted July 15, 2012 1d20+6=14 Fail by 9, which technically means another injury and dazed, but at this stage I will just say its cleaned up and KOd. Ari, post away disposing of the last counter-drone For record Keeping Harrier - 4 HP - Disarmed Wave-Eye - 1 HP - Bruised
Avenger Assembled Posted July 18, 2012 Posted July 18, 2012 Man, what a jerk that doctor is! Are we still in initiative, SC? (i.e., should I post?)
Supercape Posted July 19, 2012 Author Posted July 19, 2012 I don't know... Gimme a knowledge arcane roll!
Supercape Posted July 22, 2012 Author Posted July 22, 2012 Initiative time! For information, the rate the water is coming in means that in about 2 rounds you will be chest deep in it, and on 3rd round underwater penalties / bonuses will apply. Sooner or later, the entire Chamber will be in water, which of course is not good for the soldiers or scientists... HP for that complication to both of you! Harrier 5 HP Wave-Eye 2 HP
Supercape Posted July 24, 2012 Author Posted July 24, 2012 Zombiedrone 1d20+1=17 Mysterious Voice 1d20=9 Meaning Round 1 (No water...) 17 Zombiedrone - Unharmed 13 Wave-Eye - Bruised - 1 HP 9 Harrier - Unharmed - 4HP 9 Mysterious Voice - Unharmed The Zombie Drone: Standard Action to Fire his Arm-weapon at Harrier... 1d20+12=21 which just misses Move Action: Stride up to melee range of Harrier Wave Eye is up!
Ari Posted July 25, 2012 Posted July 25, 2012 Wave-Eye will not ask any questions of Harrier, and merely Move All-Out to the nearest way down and begin descending.
Supercape Posted July 25, 2012 Author Posted July 25, 2012 A question here - the exit has been slammed shut by a Steel plate (see IC post)...what you want to do? Water is flooding in through ports, which, for the sake of cool, you could probably squeeze through with an escape artist roll DC 15 (lets say) leading to the sea outside.
Ari Posted July 25, 2012 Posted July 25, 2012 Oh for the love of God, I knew I was forgetting something. Sure, I'll try for the Escape artist check. 12? figures. Could i try to bust through a potential weak point in the barriers?
Supercape Posted July 27, 2012 Author Posted July 27, 2012 Sure, ill say the barriers are TOUGH 10 as they are fairly thick and well made. In the mean time, post away your squeezing attempts! And Harrier is up!
Avenger Assembled Posted July 28, 2012 Posted July 28, 2012 OK: Harrier's plan is to have the Omegadrone shoot at him (since it's still armed and he isn't) so that it'll blast a hole in the side of the rapidly-filling room and let Wave-Eye and anyone still trapped down there escape. In order to accomplish this, I'll have him use the total defense manuever (giving him an additional +4 dodge bonus) and then spend an HP to double his total dodge bonus, giving him what I believe is a DC of 29 to be hit? I'll go ahead and post IC as soon as Wave-Eye goes.
Supercape Posted July 28, 2012 Author Posted July 28, 2012 Ok so I think that would often fall under the "Trick" category, but in this case it seems a relatively straightforward and cool maneuver so lets just run with it! So to finish off the round, mysterious voice will try an distract (intimidate) on Wave-Eye. Who should resist a 1d20+20=37 effect. On to next round! Round 2 17 Zombidrone - Unharmed 13 Wave-Eye - Bruised - 1HP 9 Harrier - Unharmed - 3 HP 9 Mysterious Voice - Unharmed 1d20+12=26 your dodge doubling was handy! Ok so that is a DC 27 Toughness save for the wall, but given as its an autofire attack and cant really miss, ill up that to DC 32. The wall would be pretty tough however, a sealed high tech lab, so Ill call toughness 12, but lets just call it a take 10 situation, for a 22 result which is still injured and thus a hole is blown through to the rest of the ship. Post Away AA! The hole in the ship will stop the immediate filling of the research chamber, as the flooding water will drain to other areas. On the flip side of course, the ship will eventually sink!
Ari Posted July 29, 2012 Posted July 29, 2012 Using Will(it and his Intimidate have the same bonus anyhow): 20! So...he fails by 17. That makes him distracted for sure! So he's now Dazed. :argh:
Supercape Posted July 29, 2012 Author Posted July 29, 2012 Round 3 17 Zombidrone - Unharmed 13 Wave-Eye - Bruised, Dazed until 9 - 1HP 9 Harrier - Unharmed - 2 HP 9 Skull Face - Unharmed Zombiedrone acts as posted above, blasting a hole in wall. Wave-Eye dazed as posted IC. Meaning Harrier is up again! NB: Although the ship is sinking slowly, I'm holding off the HP until it gets more serious, as at the moment its just water sloshing around. If you wish to take suitably heroic actions to stop ship sinking then let the HP flow!
Avenger Assembled Posted July 30, 2012 Posted July 30, 2012 I will spend an HP for heroic inspiration to know where the pumps are! (Where are the pumps?)
Supercape Posted July 30, 2012 Author Posted July 30, 2012 How the hell would I know? [You know where the pumps are and can get to them in 2 rounds!]
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