Thevshi Posted February 15, 2013 Share Posted February 15, 2013 The OOC for this thread, because we need it now. Link to comment
Thevshi Posted February 15, 2013 Author Share Posted February 15, 2013 Round One Velocity: 51 (unharmed, 2 HP) Snowblind: 16 (unharmed) Warp: 7 (unharmed, 1 HP) Need an initiative roll for Warp. Link to comment
Curious Key Posted February 15, 2013 Share Posted February 15, 2013 Initiative: 7 This is why those civilians died. Link to comment
Thevshi Posted February 16, 2013 Author Share Posted February 16, 2013 Okay, Velocity will make an attack, but is going easy on Snowblind, for the moment. Using the base Accurate Attack that everyone gets: -2 dam/+2 atk. Then she will Defensive Attack, -3 atk, +3 def (giving her an Attack of +10, Defense of +18). She will further pull her punch for only +5 dam. Her attack roll is: 18, not good enough. Link to comment
Thevshi Posted February 16, 2013 Author Share Posted February 16, 2013 Snowblind is going to try and trap both heroines under a dome of ice (Create Object). Need a DC 22 Reflex save to try to get out of the area before it is enclosed. Velocity gets a 22, wow, just makes it. Need one for Warp. Link to comment
Curious Key Posted February 16, 2013 Share Posted February 16, 2013 Reflex: 23 She makes it! Link to comment
Thevshi Posted February 16, 2013 Author Share Posted February 16, 2013 Yay, we both dodge out. Course, Warp would only have been trapped until she made a move action to teleport out, Velocity would have had to shift to Insubstantial and run out. Hehe. GM post will be up later tonight. I forgot to put this on my initiative post, below is a picture of Snowblind. Link to comment
Curious Key Posted February 16, 2013 Share Posted February 16, 2013 Warp is less merciful than Velocity. She jumps in there with a martial arts strike, with teleport to close the distance: 14. Whelp. That's . . . that's a thing. Link to comment
Thevshi Posted February 16, 2013 Author Share Posted February 16, 2013 Okay, Round Two Velocity: 51(unharmed, 2 HP) Snowblind: 16 (unharmed) Warp: 7 (unharmed, 1 HP) Velocity will just make a straight normal attack. She gets a 19, wow, another miss on Snowblind. Link to comment
Thevshi Posted February 16, 2013 Author Share Posted February 16, 2013 Snowblind fires a snare at Warp. She misses with a 16. Warp's action. Link to comment
Curious Key Posted February 16, 2013 Share Posted February 16, 2013 Warp's gonne try to teleport next to Snowblind and get a proper hit in. 19 Nope! But at least Warp can still see ice lady, since she teleported over there. Link to comment
Thevshi Posted February 17, 2013 Author Share Posted February 17, 2013 On to Round Three: Velocity: 51(unharmed, 2 HP) Snowblind: 16 (unharmed) Warp: 7 (unharmed, 1 HP) Velocity gets a 34 for her Reflex check to run along the ice ramp (of course now she gets a 20) Her attack roll is a: 22, just enough to hit. Snowblind needs a DC 28 toughness save, she gets a: 28, of course, she just makes it. Link to comment
Thevshi Posted February 17, 2013 Author Share Posted February 17, 2013 Snowblind is using an area effect attack. Need a DC 21 Reflex save from Warp. If she misses, she needs to make a DC 21 toughness save. Velocity gets a: 24 so she avoids all damage. Link to comment
Curious Key Posted February 17, 2013 Share Posted February 17, 2013 Rolling reflex: 16 That's a hit. So, toughness: 16 That'll be a daze. Wow, Warp is having a bad day. Link to comment
Thevshi Posted February 17, 2013 Author Share Posted February 17, 2013 On to Round Three: Velocity: 51(unharmed, 2 HP) Snowblind: 16 (unharmed) Warp: 7 (bruised and dazed (until start of Snowblind’s turn), 1 HP) Velocity again has to make a reflex save to run along the ramp: 26, so she’s fine. Her attack roll is a: 28 And Snowblind makes her toughness save once again with a 32 Link to comment
Thevshi Posted February 17, 2013 Author Share Posted February 17, 2013 Snowblind tries to use her snare against Velocity getting a: 23, not quite good enough. Warp has recovered and can act now. With Snowblind out of her line-of-sight, Warp probably can’t teleport to where she is as one move action (as she cannot be quite sure where that might be), so Warp will probably have to spend this round teleporting up to a rooftop to see the street below in order to port by Snowblind next round. Link to comment
Curious Key Posted February 17, 2013 Share Posted February 17, 2013 She will do exactly that. Link to comment
Thevshi Posted February 18, 2013 Author Share Posted February 18, 2013 And Round Four: Velocity: 51(unharmed, 1 HP) Snowblind: 16 (bruised) Warp: 7 (bruised, 1 HP) Not quite as graceful as the other times, but Velocity keeps her footing on the ice ramp with a 21 Her attack roll on Snowblind is a: 16, a miss. At this point, I think I’ll go with a reroll. 28, much better. Snowblind has a DC 28 toughness save and gets a: 27, so a bruise. Link to comment
Thevshi Posted February 18, 2013 Author Share Posted February 18, 2013 Snowblind fires an attack back at Velocity, getting a: 31, a hit! Velocity has a DC 25 Fortitude save, she gets a: 27, so she is a bit cold, but fine. Warp is up! Link to comment
Curious Key Posted February 18, 2013 Share Posted February 18, 2013 No more kidding around! Warp fires an Entropic Bolt. 27. Nice. If that hits, Snowblind gets to roll against a 17DC Fortitude to resist toughness drain and 22DC toughness after for damage. Link to comment
Thevshi Posted February 18, 2013 Author Share Posted February 18, 2013 Snowblind gets a 17 on her Fort save, just good enough. And she gets a 25 on her Toughness save. Link to comment
Thevshi Posted February 18, 2013 Author Share Posted February 18, 2013 Round Five: Velocity: 51(unharmed, 1 HP) Snowblind: 16 (bruised) Warp: 7 (bruised, 1 HP) So, Velocity again tries to run up the ice ramp, and, law of averages, this time is not quite good enough, as she gets a 16. Acrobatics check to avoid falling damage is a 35, so she lands just fine. She opts to attack with Rapid Fire, getting a: 14, so she misses. Link to comment
Thevshi Posted February 18, 2013 Author Share Posted February 18, 2013 Snowblind makes another attack at Velocity, missing with a 22. Warp is up. Link to comment
Curious Key Posted February 18, 2013 Share Posted February 18, 2013 Warp goes down to the other side of that intersection. And apparently Snowblind's gone into a subway? So I guess it's time for a change in scenery. Another move action brings Warp to the inside of the subway. Link to comment
Thevshi Posted February 18, 2013 Author Share Posted February 18, 2013 Round Six: Velocity: 51(unharmed, 1 HP) Snowblind: 16 (bruised, Staggered & Dazed) Warp: 7 (bruised, 1 HP) Velocity makes an Acrobatics roll to increase her jump: 38, yeah, that can add a lot to her leap. Her attack roll on Snowblind: 30 (almost a critical) Snowblind Tough save vs DC 28: 14, her luck finally ran out. She is Staggered and Dazed. Velocity gets 7 knockback, which would be enough to send Snowblind 100’, but she will hit a support column first. She gets a 24 toughness save and avoids any further damage. With Snowblind dazed, Warp is up! With Snowblind prone, Warp gets a +4 to hit for melee attacks (nice time for a power attack) Link to comment
Recommended Posts