Thevshi Posted February 27, 2013 Author Posted February 27, 2013 Round Eight: Tsunami: 16 (unharmed, 3 HP) Warp: 12 (unharmed, 3 HP) (of course the bad guys are busy too, just not listing their initiatives right now )
Curious Key Posted March 1, 2013 Posted March 1, 2013 I guess Warp spends this round chasing an explosion up the stairs. That'll be hard to get into five hundred characters.
Thevshi Posted March 1, 2013 Author Posted March 1, 2013 Let me give you some observations to include in the post to help get to 500 When she gets to the third floor, it is destered. No visible bad guys or civilians. As she looks off in the direction the main bad guy with the exploding speargun harpoons went, she realizes it is back towards where the Deep Ones were located.
Thevshi Posted March 1, 2013 Author Posted March 1, 2013 Round Nine: Tsunami: 16 (unharmed, 3 HP) Warp: 12 (unharmed, 3 HP)
Curious Key Posted March 2, 2013 Posted March 2, 2013 (edited) I think . . . more running down the halls after big bad sounds like a plan. Edited March 3, 2013 by Freely Seek
Thevshi Posted March 3, 2013 Author Posted March 3, 2013 Round Ten: Tsunami: 16 (unharmed, 3 HP) Warp: 12 (unharmed, 3 HP) Warp is up, as I mentioned last night in chat, from where she is, she can reach the doorway to the Deep Ones exhibit with a move action.
Thevshi Posted March 3, 2013 Author Posted March 3, 2013 As Warp moves into the doorway of to the exhibit, automatic weapon fire echos from the room, as one of the gunmen opens fire, but misses with his burst.
Curious Key Posted March 3, 2013 Posted March 3, 2013 (edited) Taking a move action to go to the Deep One's exhibit.She sees five bad guys, decides to take action through the magic of power stunting. -1HP.Strike 7 (Area, Ranged, Selective)Warp decides that she wants to teleport between the baddies and hit them all. No modifiers. 19. Well that kind of sucks. Edited March 3, 2013 by Freely Seek
Thevshi Posted March 3, 2013 Author Posted March 3, 2013 Well, three of the Mercs in the room are going down, the fourth (one of the ones inside the Deep Ones tank) makes his toughness save and is still up.
Thevshi Posted March 3, 2013 Author Posted March 3, 2013 Round Eleven: Main Bad Guy: 26 Merc 7: 18 Tsunami: 16 (unharmed, 3 HP) Warp: 12 (unharmed, 2 HP) The main bad guy throws a net at Warp, getting a 26 on his hit roll. Need a DC 20 Reflex save and DC 20 Fort save (to avoid the snare effect and linked stun effect respectively)
Curious Key Posted March 3, 2013 Posted March 3, 2013 (edited) What's her reflex? 14! She fails. But what about fortitude? 22. Edited March 3, 2013 by Freely Seek
Curious Key Posted March 3, 2013 Posted March 3, 2013 (edited) Warp is going to try to break free from her bonds with a bit of disintegrate. 17DC Fortitude drain on objects and a 22 toughness drain. Edited March 3, 2013 by Freely Seek
Thevshi Posted March 3, 2013 Author Posted March 3, 2013 The net automatically fails its Fort save (object), and totally blows the toughness save with a 5. While not outright disintegrated, it is damaged enough that Warp is free.
Thevshi Posted March 4, 2013 Author Posted March 4, 2013 Round Twelve: Main Bad Guy: 26 Merc 7: 18 Tsunami: 16 (unharmed, 3 HP) Warp: 12 (unharmed, 2 HP)
Curious Key Posted March 4, 2013 Posted March 4, 2013 Warp is going to take another stunt for -1HP, this time going for an Accurate teleport. Warp has the PP to go up to rank 9 while keeping her feats, or 900 feet, and a few questions and the magic of the pythagorus tells me that she can get there with a move action. So, she's going to grab hold of Giang and go down there.
Thevshi Posted March 4, 2013 Author Posted March 4, 2013 Okay, they arrive in the sub's launch bay to catch the three gunmen there by surprise. So, they have a surprise round to take a move or standard action. Then we might just start with new initiative rolls.
Curious Key Posted March 5, 2013 Posted March 5, 2013 It's times like this I wish she had a standard ranged attack. Warp closes the distance with a teleport and gets close to one that Tsunami isn't covering.
Thevshi Posted March 5, 2013 Author Posted March 5, 2013 Seek, this is still the same encounter, so you can still use the stunted area teleport attack
Curious Key Posted March 5, 2013 Posted March 5, 2013 . . . I thought I'd lost that. Okay then. Full +5/-5 power attack, hitting all the wetsuits, taking ten on the attack because minions. That'll be a 27DC Toughness check for them, and an attack of 18.
Curious Key Posted March 5, 2013 Posted March 5, 2013 Warp is going to try to make a hole with an entropic bolt to the side at +5/-5 Power attack, if possible. If not, she'll just do it regular strength.
Thevshi Posted March 6, 2013 Author Posted March 6, 2013 Yeah, Warp can put a nice hole in the side of the sub, we'll say 5x5 or so
Thevshi Posted March 7, 2013 Author Posted March 7, 2013 (edited) Okay, time for new initiative rolls. Kinda lost count of what Merc numbers I was using, so I will start over again, hehe. Round One: Tsunami: 23 (unharmed, 3 HP) Merc 6: 18 Merc 3: 16 Merc 1: 13 Merc 2: 12 Natas: 11 Merc 7: 11 Merc 5: 10 Warp: 8 (unharmed, 1 HP) Merc 8: 6 Merc 4: 3 Edited March 7, 2013 by Thevshi
Curious Key Posted March 7, 2013 Posted March 7, 2013 (edited) Init: 8Aw hell. Edited March 7, 2013 by Freely Seek
Thevshi Posted March 7, 2013 Author Posted March 7, 2013 (edited) Ouch. Tsunami is going to use one of her hero points now and power stunt: Blast 8 (Extras: Targeted Area (cone); Selective; Flaws: 0 Range; Feats: Accurate 2). She makes her attack roll and gets a: 27. A DC 23 toughness save for those hit (we will say it catches 4 of the Mercs and the main bad guy) Mercs: They all miss (one got close though). So they are out. Natas gets a: ouch, a 14. I will keep the result, giving him a bruise, but will remove the Daze (giving Tsunami back her hero point). Round One (revised) Tsunami: 23 (unharmed, 3 HP) Merc 1: 13 Merc 2: 12 Natas: 11 (bruised) Warp: 8 (unharmed, 1 HP) Merc 8: 6 Merc 4: 3 Edited March 7, 2013 by Thevshi
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