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Cutting off the Supply (OOC)


Brown Dynamite

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Posted

Move action into range with his Snare, Attacking the one threatening the old man first: 32. Critical Hit, DC21 Reflex save for him. Initiative roll is: 28.

Posted

Said robber got a 19 on his reflex save.  Good enough to avoid being bound, but still entangled.

 

 

He gets an impressive 23 on his TOU save.  Which becomes less impressive after the damage bonus on the autofire adds to the damage with not only his lessened save but also the virtue of being flatfooted.  So he's out.

 

Foreshadow swings down and throws a series of his throwing discs at one of the still upright robbers.   Hitting with a 26 With sneak attack it prompts a DC 20 Tou save + autofire.

 

The robber actually gets a 25 on his Tou save which just makes the save.

 

Foreshadow gets an 18 on his initiative

 

The robber he hit gets a 7.  The unattacked Robber gets a 15

 

Which brings us to Round 1!

 

32 - Net Fly - 1HP

28 - Osprey - 1HP

18 - Foreshadow - 1 HP

15 - Thug 1

7 - Thug 2

 

And Net Fly is up!

Posted

Net Fly will switch to the Volume Amp power, move and grab the frazzled attendant, and remove him out of the premices.

Taking 10 to any needed rolls.

Posted (edited)

Move Action next to the nearer of the two robbers to get between him and the other , Punching  them for a Standard Action: 15. If that hits(somehow), DC20 Toughness save. Using a HP(0 left) to buy Interpose for this encounter, setting a Reaction to interpose on the next attack on the badly-confused man.

Edited by Arichamus
Posted (edited)

Unfortunately that does not hit.  You're free to buy interpose.  But there is no woman to defend seeing as only the pop in mom and pop where in the building at the time of the robbery and Net Fly has already helped out with that.

Edited by HG Morrison
Posted (edited)

Actually as Vahn reminded me since they're still flat-footed.  Osprey hit.   But Robber #2 makes his TOU save again with a 22.  Edit away if you want unless you feel the deflected foot works as a descriptor for the change in how the robber made it through.

Edited by HG Morrison
Posted (edited)

Foreshadow will follow suit with a move action to get near and also attack the nearest robber with an unarmed attack.  Hitting with a 25 and prompting a DC 18 TOU save for Robber 2.

 

 

The Robber fails finally getting a 13 and picking up a Dazed and Bruised condition.

 

---------------------

 

Robber # 1  fires an arc of lightning which in tight quarters fills a hefty line prompting a DC 18 Reflex save from Foreshadow, Osprey, and because it's not selective Robber #2  with a DC 21 TOU save.  Foreshadow makes it with a 19 taking no damage thanks to evasion.  Robber 2 fails with a 15 and gets a 19 on his Tou roll picking up a second bruised condition in the process.  They're not models of teamwork ya see.

 

With Robber # 2 just being all dazed.and hurt.

Edited by HG Morrison
Posted

Still need Ari's Reflex save for the line of lightning.  But let's see Robber 1 avoids being hit just barely.

 

And Robber # 2 gets a 15...err 14 needed to take off another one for his second bruised condition.   Dazed and a third bruised condition.  Surprisingly sturdy

 

 

32 - Net Fly - 1HP

28 - Osprey - 0HP

18 - Foreshadow - 1 HP

15 - Thug 1

7 - Thug 2 - Dazed & Bruised 3

Posted

Oh my.  Well at least Dazed Osprey was followed up by Net Fly's return.  Osprey's up if you want to detail his allergy to volts of electricity coursing through his body.

 

Round 2

32 - Net Fly - 1HP

28 - Osprey - 0HP, Dazed & Bruised

18 - Foreshadow - 1 HP

15 - Thug 1

7 - Thug 2 - Dazed & Bruised 3

Posted

Net Fly will pull all the stops to prevent the thug from fleeing.

 

Full-Round Action: Sonic Beam(Distracting) at the criminal. All-Out Attack + Accurate Attack (+4 Atk, -2 DC, -2 Def)

1d20+11: 12 [1d20=1]

 

Of course, you realise, this means Improve Roll(Deduct 1 HP)

1d20+11: 15 [1d20=4] + 10 = 25

 

Stun(Daze) Unreliable Check(For some reason, I added 10 on the roll. Ignore that +10)

1d20+10: 15 [1d20=5]

 

Trip Check (-2), Knockback extra, Knockback power feat 1:

1d20+10: 26 [1d20=16]

 

If it hits, the fleeing thug saves vs DC24 Damage, and rolls against DC24 Trip(STR or DEX, whichever is worse). If he fails the trip, he also suffers from Knockback with an effective damage bonus equal to +10,

Posted (edited)

So let's see

Tou Save vs DC 24: 1d20+5 19 So Dazed & Bruised

Trip Check: 1d20+2 5 He's Tripped!

Knockback TOU save vs DC 23: 1d20+4 24 However, he  makes his Knockback TOU save.  Let's see if the door holds.

 

 

Knockback resist vs DC 23: 1d20+2 18 It's damaged for sure. But holds so he's knocked straight into it.

Round 3

32 - Net Fly - 0HP

28 - Osprey - 0HP, Bruised

18 - Foreshadow - 1 HP

15 - Thug 1 - Dazed, Prone, & Bruised

7 - Thug 2 - Bruised 3

Edited by HG Morrison
Posted

Using the Snare on the one Net Fly hasn't taken down, Power Attacking(-2 Attack, +2DC): 14. Miss. Moving to block him from escaping as well.

Posted

Foreshadow power attacks(-2 Atk/+2 Dmg) the now blocked guard with his Escrima sticks.  Hitting with a 19 and prompting a DC23 TOU save.  

 

Which the robber fails with a 17  So he is now Dazed again and picking up a new bruised condition for Dazed & Bruised 4.  

Posted

So.  Robber 1 cries a lot during his turn.  Giving up and sniffling.

 

And Robber 2 you ask?  Why he drops on the ground clutching his heart!  No, he's not dead we're not going grimdark here.  Still he's in need of help.

 

-------

 

Sure only one crook was technically knocked out.  But since one is a sniffling mess and the other is well...having complications.  Safe to say combat is over.  

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