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Threat to Society (OOC)


Supercape

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Round 5

17 Zombidrone - Injured x2 (Dazed until 9)

13 Wave-Eye - Bruised - 1HP

9 Harrier - Unharmed - 3 HP

9 Skull Face - Unharmed

Zombiedrone cannot act, so Wave-Eye is up again!

Ari, if you want to destroy the pumps, ill ask for a Knowledge (Tech) roll of DC 8. Success means you can deactivate, and Failure means you rupture a pipe!

You can, if you so wish, deliberately spaz this up (playing into his ignorance of modern tech as a complication) for an HP, and accidentally destroy the pump pipes, thus speeding up the ship's sinkage! No pressure to do this, i just offer the option!

Posted

Nothing wrong with the pumps - they are working just fine...flooding the laboratory and, thanks to the Zombiedrones holing the laboratory, the ship!

You can destroy them, hence ceasing the flooding!

Posted

1d20+10=30 :0

The wind changes! Post away!

Round 6

17 Zombidrone - Injured x2 (Dazed until 9)

13 Wave-Eye - Bruised - 1HP

9 Harrier - Unharmed - 3 HP

9 Skull Face - Unharmed

Zombie Drone is going for an All-Out Attack +0 Attack, -2 Defence, +2 DC

1d20+14=20 Hits due to Harriers All Out Attack.

DC 22 Fort Save from Harrier - not too painful!

Posted

1d20+10=20

Another Bruise, and another daze!

At this point Dr Chambers, carrying Skull Face comes in.

Bluff Distract on Harrier, 1d20+20=26, but lets see if that can be raised with second chance feat! 1d20+20=37 indeed it can! DC 37 Check for Harrier.

Sorry for delay in posts, real busy atm! AA could you post IC

Posted

Round 7

17 Zombidrone - Injured x3 (Dazed until 9)

13 Wave-Eye - Bruised - 1HP

9 Harrier - Unharmed - 3 HP (Distracted)

9 Skull Face - Unharmed

Well, not many people acting this round...but Wave-Eye is up!

Posted

Moving over to Dr. Chambers and trying for a Grapple move to take the box out of her hands.

Attack roll: 12, rerolling that(0HP) 26!

Grapple roll: 39!

Surging to get a new Move Action and move towards one of the portholes.

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