Thevshi Posted February 21, 2013 Share Posted February 21, 2013 OOC for this thread, as we are needing it now. Might as well get initiative rolls in: Tsunami: 16 Link to comment
Thevshi Posted February 24, 2013 Author Share Posted February 24, 2013 Round One: Merc 5: 20 Merc 3: 19 Tsunami: 16 (unharmed, 2 HP) Merc 4: 16 Warp: 12 (unharmed, 1 HP) Merc 6: 11 Merc 1: 8 Merc 2: 4 Link to comment
Thevshi Posted February 24, 2013 Author Share Posted February 24, 2013 Tsunami’s acrobatics roll: is a [url=http://invisiblecastle.com/roller/view/3937350/]30[/url] She will use Defensive Attack for -3 Atk/+3 Def and Power Attack for -2 Atk/+2 damage. Uses her blast power, taking 10 as these guys are minions. Hits Merc 4, he has a DC 27 toughness save, he gets a: [url=http://invisiblecastle.com/roller/view/3937366/]13[/url], so he is out cold. She achieves 12 knockback! He is slammed back into Merc 1, who also needs to make a DC 27 toughness save, and gets a: [url=http://invisiblecastle.com/roller/view/3937370/]6[/url], so he is also unconscious. Link to comment
Curious Key Posted February 24, 2013 Share Posted February 24, 2013 Warp leaves her portal open so people upstairs can keep streaming through for a while. She'll use skill mastery on acrobatics to get to the ground floor without it, which is it twenty-two! Take ten on an attempt to hit one of the bad guys left over with a martial arts strike, go +5/-5 defensive attack and +2/-2 power attack. Taking ten, that's a 16, and a 24DC toughness save if it hits. Link to comment
Thevshi Posted February 25, 2013 Author Share Posted February 25, 2013 Merc 6 completely misses his toughness save, so he is out and knocked a good ways into the wall as well. Go ahead with the IC post. Link to comment
Thevshi Posted February 25, 2013 Author Share Posted February 25, 2013 Round Two: Merc 5: 20 Merc 3: 19 Tsunami: 16 (unharmed, 2 HP) Warp: 12 (unharmed, 1 HP) Merc 2: 4 Tsunami will continue tol use Defensive Attack for -3 Atk/+3 Def and Power Attack for -2 Atk/+2 damage. She turns her attention to Merc 3, blasting him (taking 10), requiring a DC 27 toughness save. And he does [url=http://invisiblecastle.com/roller/view/3942733/ ] not[/url] make it. Link to comment
Curious Key Posted February 25, 2013 Share Posted February 25, 2013 Second verse, same as the first. +5/-5 Defensive Attack +2/-2 Power Attack on the guy with the submachine gun. Everyone's in danger of breaking the glass, but him especially so. Let's see if we can't get him mind aquarium safety.Edit: Because I didn't list it again, that's an attack of 16. Link to comment
Thevshi Posted February 25, 2013 Author Share Posted February 25, 2013 Wow, he makes his toughness save with a 25!: http://invisiblecastle.com/roller/view/3942748/ Link to comment
Thevshi Posted February 25, 2013 Author Share Posted February 25, 2013 Round Three: (Giving Warp a Hero Point for having her teleport array locked up to let civilians escape for so long) Merc 5: 20 Tsunami: 16 (unharmed, 2 HP) Warp: 12 (unharmed, 2 HP) Merc 2: 4 Tsunami will continue what she has been doing in terms of def atk/power atk. Attacking the guy with the pistol, hitting after taking 10. DC 27 toughness save. Merc 2 does not even come close (he would have been out even if he wasn’t a minion). Link to comment
Curious Key Posted February 26, 2013 Share Posted February 26, 2013 I think this makes it Warp's turn? If so, she's going with a +5/-5 Power attack on the second try against our dear submachine friend and . . . well that's all she needs really, for an attack of higher than 16 and a DC 27 toughness save. Link to comment
Thevshi Posted February 26, 2013 Author Share Posted February 26, 2013 He is knocked out. Go ahead and post IC (but we are not out of combat time yet ) Link to comment
Thevshi Posted February 26, 2013 Author Share Posted February 26, 2013 Becuse I forgot to put this up before, here is a pic of the gunmen Warp and Tsunami have been fighting. Link to comment
Thevshi Posted February 26, 2013 Author Share Posted February 26, 2013 Round Four: Main bad guy: 26 Tsunami: 16 (unharmed, 2 HP) Warp: 12 (unharmed, 1 HP) And here is a pic for the main bad guy. Link to comment
Thevshi Posted February 26, 2013 Author Share Posted February 26, 2013 Round Five: Tsunami: 16 (unharmed, 2 HP) Warp: 12 (unharmed, 1 HP) Merc 16: 11 Merc 18: 10 Merc 17: 2 Tsunami moves towards Merc 18 (SMG guy) and Power Attacks -3 atk/+3 dam and Def Atk, -2 atk/+2 def. Taking 10 she hits with her attack, DC 20 toughness save, which Merc 18 misses. Acrobatics roll for Tsunami: 21 Link to comment
Curious Key Posted February 26, 2013 Share Posted February 26, 2013 Double the move action, double the fun! Heading up to the stairs to try to find big nasty. Find three mooks instead. Link to comment
Thevshi Posted February 26, 2013 Author Share Posted February 26, 2013 Round Five (updated): Merc 19: 20 Tsunami: 16 (unharmed, 2 HP) Warp: 12 (unharmed, 2 HP) Merc 16: 11 Merc 21: 8 Merc 17: 2 Merc 20: 2 Merc 16 attempts to aid other action against Tsunami: succeeds with an 11. Merc 17 moves in to attack Tsunami (with a +2): Hits with a 23. DC 17 Toughness save: Tsunami gets a 26, so she is just fine. Merc 21 swings his SMG at Warp, also attempting aid action, but he blows even that. Merc 20 rushes forward to try to stab Warp, just getting enough with a 24! (DC 17 toughness save) Link to comment
Curious Key Posted February 26, 2013 Share Posted February 26, 2013 Does it break through?! 20. No. No it doesn't. Link to comment
Thevshi Posted February 26, 2013 Author Share Posted February 26, 2013 Round Six: Both Tsunami and Warp are getting another HP, as they both have their arrays locked up at the moment due to the hazard the main bad guy created. Merc 19: 20 Tsunami: 16 (unharmed, 3 HP) Warp: 12 (unharmed, 3 HP) Merc 16: 11 Merc 21: 8 Merc 17: 2 Merc 20: 2 Merc 19 moves over near the edge of the railing on the balcony, and holds his action. Tsunami will continue Pow Atk -3 atk/+3 dam, Def Atk, -2 atk/+2 def, taking 10 to hit Merc 17. DC 20 toughness save, and he gets a: 19, almost, but not good enough! Link to comment
Curious Key Posted February 26, 2013 Share Posted February 26, 2013 Warp goes to hit the guy who just tried to shank her; +5/-5 Defensive attack and +2/-2 Power Attack, again. If that brings him down, she'll do the same the other guard next to her due to takedown attack, and get up close and personal to the last one looking down on the tank room! Link to comment
Thevshi Posted February 26, 2013 Author Share Posted February 26, 2013 Both the gunmen miss their saves and are out. Link to comment
Thevshi Posted February 27, 2013 Author Share Posted February 27, 2013 Round Seven: Merc 19: 20 Tsunami: 16 (unharmed, 3 HP) Warp: 12 (unharmed, 3 HP) Merc 16: 11 Rinse and repeat for Tsunami (Def 22); Taking 10 on Merc 16: DC 20 Toughness save, and an 18 does not do it. Link to comment
Curious Key Posted February 27, 2013 Share Posted February 27, 2013 Warp hits the last guy she can see with a +5/-5 power attack, bringing the DC to 27 and takes ten on her attack for 18. Link to comment
Thevshi Posted February 27, 2013 Author Share Posted February 27, 2013 He gets a 22, but still not good enough. He's out. Link to comment
Curious Key Posted February 27, 2013 Share Posted February 27, 2013 Gonna take a move action to try to go toward where the explosions are coming from. Link to comment
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