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Winter Wonderland


Supercape

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Posted

So, having failed to try to mind read (in order to try to mental grapple), Synapse now has no choice but to mind blast Zero again.  DC 23 Will save.

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Posted

1d20+12=31

 

one day...he will roll under a 19....

 

On that note, I am inclined for Zero to make a break for it (and shoot blonsky) rather than drawing this out indefinately, so your thoughts on that. 

 

In anycase, post that blast IC and then....

 

 

 

Round 3:

 

29 - Foreshadow 1 HP Bruise

19 - Doctor Zero

8 - Synapse 3 HP

 

 

Foreshadow is up! HG: He is 20 feet away, so will need a move action to get to him (or you could throw something at him! ;) )

Posted

Was going to save a throw attempt for light bulbs or fixtures.  But drama necessitates action sure.
 
Standard Action:  Throws Escrima Sticks: 1d20+12 29 A good roll.  Alas, Can only add up to the strike's rank in STR as that's how Thrown works so, (DC17).
Using Move-by Action to clear the distance afterwards.

Posted

So, Blonsky is in for it....

 

He is 1d20+12=31 firing at Blonsky, and yet another incredible roll. Thats a DC 25 Roll base, and because it is autofire, another DC 5, making a DC 30 Tough Save. 

 

1d20+3=10 Blonsky is knocked out and dying. 

 

At which point, DOctor Zero will dive out of the room. 

Posted

Okay, Synapse is going to move over near the window so she can see Zero and try to use Mind Control on him.  Annnnd likely will not succeed with a 14 for her Power Check.

Posted

1d20+12=19 he rolls badly for once, but not as badly as Synapse. 

 

Post that, and then...
 
Foreshadow is up. 
 
 

Round 4:

 

29 - Foreshadow 1 HP Bruise

19 - Doctor Zero

8 - Synapse 3 HP

 

Fort Save throw for Blonsky (which I missed) is 1d20+8=27 which is actually good enough to stabilise him to disabled and unconscious. Of course, you guys don't know that, but a Medicine skill roll at DC 10 in a move action can tell you that. 

 

Foreshadow - Blonsky is a move action away. Technically I would say a DC 10 Acrobatics roll to jump through the window after him, but you can make that automatically!

Posted

Foreshadow will chase up after Zero.  Although, using a Free Action to switch to the movement configuration of his array.  So his path is a more vertical one up than making any sharp turns if the staircase is the turning sort.  If not he just has it ready if need be.

Posted

ok that works for Me, HG. You can use extra effort to double your movement, in which case you pull up close enough to melee attack (or ranged if you want)

 

Feel free to narrate some groovy flips and grappling hooks through skylights or something! :)

Posted

So, Zero is back up. He is going to make a standing jump onto the roof of the next building. A 20' Jump! He actually manages this easily, and will use a standard action to fire

 

1d20+14=29 guess what, he hits! lucky man this thread!

 

That is another DC 18 Fort Damage Save for Foreshadow. 

Posted

Since Synapse is going on the magic memory train of woes and shame.  Will prep the actions for Foreshadow's next round.   Will not burn off the fatigue with the remaining HP.  Instead will go on the offensive.
 
Free Action:  Switch to Bo Staff Configuration.
Move Action:  Leap across all flashy like via use of his staff.
Standard Action:  Staff Strike  (DC20): 1d20+11 22  


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