Thevshi Posted August 18, 2014 Posted August 18, 2014 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.
Supercape Posted August 18, 2014 Author Posted August 18, 2014 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! )
Brown Dynamite Posted August 19, 2014 Posted August 19, 2014 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.
Supercape Posted August 19, 2014 Author Posted August 19, 2014 That works fine,. for clarification are you moving up to Zero? (Post IC! ) 1d20+8=24 for his toughness. The dice are trying to say something...
Brown Dynamite Posted August 19, 2014 Posted August 19, 2014 Am indeed moving up to Zero after the throw. Posting now.
Supercape Posted August 19, 2014 Author Posted August 19, 2014 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.
Thevshi Posted August 19, 2014 Posted August 19, 2014 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.
Supercape Posted August 19, 2014 Author Posted August 19, 2014 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!
Brown Dynamite Posted August 19, 2014 Posted August 19, 2014 (edited) Medicine (DC10): 1d20+5 20 Should be near enough to recover his Escrima Sticks as a free action in a Step rather than an action, before jumping down in pursuit. Edited August 19, 2014 by HG Morrison
Supercape Posted August 19, 2014 Author Posted August 19, 2014 That all works for me. Which Means Zero is up... He is going fast, with Speed 2. He is running up the stairs to the roof. Synapse is up.
Thevshi Posted August 20, 2014 Posted August 20, 2014 So, just to be clear, Synapse is using her standard action to be ready to use her telepathy to counter any mental attack from the Sleeper.
Brown Dynamite Posted August 20, 2014 Posted August 20, 2014 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.
Supercape Posted August 20, 2014 Author Posted August 20, 2014 Medicine ROll from Synapse please. Round 5: 29 - Foreshadow 1 HP Bruise 19 - Doctor Zero 8 - Synapse 3 HP
Supercape Posted August 20, 2014 Author Posted August 20, 2014 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!
Brown Dynamite Posted August 20, 2014 Posted August 20, 2014 Alrighty will EE to do just that. Coming up from above with an Unarmed Attack (DC18): 1d20+12 23 So close yet so far.
Thevshi Posted August 20, 2014 Posted August 20, 2014 Yeah, not a stellar roll for Synapse's Sense Motive, a 17.
Supercape Posted August 20, 2014 Author Posted August 20, 2014 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.
Supercape Posted August 20, 2014 Author Posted August 20, 2014 The dice swing in favour! Synapse is up!
Brown Dynamite Posted August 21, 2014 Posted August 21, 2014 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
Supercape Posted August 21, 2014 Author Posted August 21, 2014 A miss, unfortunately. Zero will move back again, firing an ice ray at Foreshadow! Shifting -2 Attack +2 Defence 1d20+12=27 yoikes, thats a DC 20 Reflex save (Snare, dscriptor "covered in ice!")
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