Ari Posted August 8, 2012 Posted August 8, 2012 Full-Round Action to Move All-Out and reach the pump room.
Avenger Assembled Posted August 9, 2012 Posted August 9, 2012 All-Out Power Attack this time, again with the staff: 21 Just barely hits! DC 32 Tou save, with no Autofire bonus.
Supercape Posted August 9, 2012 Author Posted August 9, 2012 1d20+12=20 I forgot to add the injury, but its a fail by 10 even so...injured x2, Dazed again. Post away.
Supercape Posted August 10, 2012 Author Posted August 10, 2012 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!
Ari Posted August 10, 2012 Posted August 10, 2012 Nah, I'll try for the Rolle. Knowledge(Technology) roll: 13! Thanks IC! Also, what specifically is wrong with them?
Supercape Posted August 10, 2012 Author Posted August 10, 2012 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!
Avenger Assembled Posted August 12, 2012 Posted August 12, 2012 Harrier stabs a fool. AA+PAing, as usual 14 Or does he?! Spending an HP 25 with the HP DC 32 + 2 =DC 34 Harrier's to hit is at 17.
Supercape Posted August 12, 2012 Author Posted August 12, 2012 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!
Avenger Assembled Posted August 14, 2012 Posted August 14, 2012 Harrier will shout for Wave-Eye to help the crew stabilize the ship. He will then stab the monster in the face again. 13 We can't have that! Another HP, running low! 27 AAPA, as usual DC 32 Tou save.
Supercape Posted August 17, 2012 Author Posted August 17, 2012 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
Supercape Posted August 20, 2012 Author Posted August 20, 2012 I realised I skipped Wave-Eye last round - I think he was just smashing up the pumps - is that right, Ari?
Supercape Posted August 20, 2012 Author Posted August 20, 2012 I need Harriers resistance vs Skull Faces Distract (DC 37) before Round 7!
Avenger Assembled Posted August 21, 2012 Posted August 21, 2012 Harrier's relevant die roll has a +8 modifier, but OK, I'm a good team player. Sense Motive vs. DC 37: 12
Supercape Posted August 21, 2012 Author Posted August 21, 2012 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!
Ari Posted August 21, 2012 Posted August 21, 2012 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.
Supercape Posted September 20, 2012 Author Posted September 20, 2012 I think Harrier is up! Post away IC and OOC!
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