Ari Posted February 9, 2013 Posted February 9, 2013 OOC for this thread. Warp and El Heraldo deal with mystics and their well-known love of bullets.
Ari Posted February 14, 2013 Author Posted February 14, 2013 Mass Intimidate roll to try and get them to flee: 22. -5. DC17 Will save for the lot of them. Two make it. The rest flee. The dealer and one of the women stand and fight. Initiative time. Their rolls: Dealer gets 15. Das Mage gets 20. Heraldo gets 11. What a surprise. Warp's roll, please.
Curious Key Posted February 14, 2013 Posted February 14, 2013 Initiative: 1d20+4=21 I need to get improved initiative or something because going first like this is just wonderful.
Ari Posted February 14, 2013 Author Posted February 14, 2013 Round 1. Warp: Unharmed, 1HP Mage: Unharmed-GM Dealer: Unharmed-GM El Heraldo: Unharmed, 4HP Take it away, Freely.
Curious Key Posted February 14, 2013 Posted February 14, 2013 Move Action: Warp teleports to the top of the truck. Free: Switch Terminus array to dimensional pocket. Standard: Sacrifice for second move action, use dimensional pocket. Her pocket can hold fifty tons, so there should be plenty of room for the truck. Free: Fall to the ground, look smug.
Ari Posted February 15, 2013 Author Posted February 15, 2013 Mage's turn. She strikes at the person who didn't just make their truck disappear. Snare attack on El Heraldo: 26. Hits. DC15 Reflex save for him: 25. Uh. She moves off in the direction the others went. Dealer's turn! He shoots Heraldo with a magic gun. Attack roll: 16. Misses. Moves over in the same direction. Heraldo flies over and attempts to Grapple the fleeing Mage: 12. You're a wonder Subito. Reroll(3HP): 28. Grapple roll: 35. She can't make that. Round 2. Warp is up.
Curious Key Posted February 15, 2013 Posted February 15, 2013 Unfortunately, Warp's grapple roll is kind of crap. But, she can still hit pretty hard! Free: Switch Terminus array back to personal teleport. Move: Jump in front of mage trucker. Standard Hit the bad dealer man. Attack: 1d20+13=22
Ari Posted February 15, 2013 Author Posted February 15, 2013 Hits. DC18 Tou save for Dealer: 14. He's down. EDIT: Actually, Warp's using the Martial Arts Strike, so DC17 Fortitude save: 20. Surprising. DC22 TOU save is the same. He's down.
Ari Posted February 16, 2013 Author Posted February 16, 2013 Mage switches to her Enhanced and Super-STR AP, attempts to break free: 32., Heraldo opposes: 40. Nope. Full-round action by EH to perform the Coup de Grâce on Mage. We're out of rounds for now. +1 HP to Warp for the snazzy trick with the truck.
Ari Posted February 19, 2013 Author Posted February 19, 2013 Alright, Heraldo hits the shield, DC25 TOU save: 22. Bruised. Warp is up. Round 1: Warp: Unharmed, 3HP El Heraldo: Bruise(x1), 4HP Mages(x6): Unharmed-GM
Curious Key Posted February 19, 2013 Posted February 19, 2013 Warp teleports through the shield and hits the guy chanting eldritch nonsense. 32. Because of improved crit, that is a critical. Aw yeah. He's gotta make a toughness DC of 27.
Ari Posted February 19, 2013 Author Posted February 19, 2013 DC27 TOU save for Shield-bearer: 16. He's down. The shield collapses, but grants each mage +5 to their TOU saves for the rest of the combat. Heraldo attacks one of the mages, Power Attack(+-3): 24. DC29 TOU save: 22. She's out. The four left split their attacks between Warp and EH: 5, 21, 9, 14. 1 hit on Warp, DC19 TOU save please.
Curious Key Posted February 19, 2013 Posted February 19, 2013 9. It occurs to me that this might be a good time for a reroll. 9. Okay. . . But I get +10 on that, which brings it up to 19, so that's a save.
Ari Posted February 19, 2013 Author Posted February 19, 2013 Round 2: Warp: Unharmed, 2HP El Heraldo: Bruise(x1), 4HP Mages(X4): Unharmed-GM Warp is up again.
Curious Key Posted February 19, 2013 Posted February 19, 2013 She is going to try to hit someone again. 33. I . . . What?! That's . . . that's another crit. Also, I forgot that she has takedown attack, so if there are more people in range, and this takes them out . . . she'll be able to hit someone again with another attack roll.
Ari Posted February 19, 2013 Author Posted February 19, 2013 DC27 TOU save: 16. She's down. Three left.
Curious Key Posted February 19, 2013 Posted February 19, 2013 32 Wha-wha . . . This is freaky. Arich said that will bring them down, so this leads me to another roll . . . 31. Warp has improved crit 2 on this strike, actually, so that roll is also a crit.
Ari Posted February 19, 2013 Author Posted February 19, 2013 Well she sucks less than some characters I could mention. DC27 TOU save: 21. Failed, they are down. One left!
Curious Key Posted February 19, 2013 Posted February 19, 2013 Attack: 1d20+13=23 Okay, this is considerably less ridiculous.
Ari Posted February 19, 2013 Author Posted February 19, 2013 DC22 TOU save: 22. A shame. The last one attacks Warp with a Stun attack: 22. Hits, DC14 Fortitude save vs. the Stun.
Curious Key Posted February 19, 2013 Posted February 19, 2013 1d20+7=8 You know what? Warp had her chance to be awesome, she needs some humility now. I'll take it.
Ari Posted February 19, 2013 Author Posted February 19, 2013 Very well. Heraldo will move over to and do a standard Attack on the last mage: 14. Reroll: 16. With the reroll is 26, which hits. DC26 TOU save: 23. Valiant try, Mage. He's down. We're out of rounds, Heraldo uses a HP(1 left) and Leadership to remove Warp's Stunned condition.
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