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Tilting at Windmills


trollthumper

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Posted

All right, I'm going to use the stock SWAT Officer from p. 229 of the corebook for this one, because he's seen some stuff. And... with that build, he cannot possibly make a DC24 save to resist Bluff, so punching it is!

We've got this guy at PL6, and let's say the rest of the crowd - fifteen in all - are PL4 Terrorist (no comment) Minions. Time for Initiative!

Leader goes on 6.

Angry Mob goes on 9.

Cannonade goes on 7.

Posted

Yeah, there's absolutely no way he can beat that or get less than a Bound, so he's Bound.

Monsoon: 13, Unharmed, 0 HP

Angry Mob (15): 9, Unharmed, 0 HP

Cannonade: 7, Unharmed, 3 HP

Leader: 6, Unharmed, Bound, 0 HP

The Angry Mob, denied something to hit, decides to go for hurling debris at Monsoon. As they've all got +2 ATT at range, one of them would need to crit to hit her... and they're all Minions, so that's out of the question. So, they instead cause a huge boatload of environmental damage. Cannonade, meanwhile, moves to the front and uses Super-Breath to try and convince everyone to desist. That's a DC21 Reflex save to halve, and a DC14 STR or DEX save to resist. None of them halve it, and only four of them hit the ground. Oh, Trip checks.

Monsoon: 13, Unharmed, 0 HP

Angry Mob (15): 9, Unharmed, Prone (4) 0 HP

Cannonade: 7, Unharmed, 3 HP

Leader: 6, Unharmed, Bound, 0 HP

The Leader just spits in Monsoon's face. As one does in this situation.

Monsoon is up next.

Posted

The leader is rightly Taunted, and gets Bruised and Dazed.

Monsoon: 13, Unharmed, 0 HP

Angry Mob (15): 9, Unharmed, Prone (4) 0 HP

Cannonade: 7, Unharmed, 3 HP

Leader: 6, Bruised x1, Dazed (Monsoon's Action), Bound, 0 HP

The Angry Mob keeps hurling things, but now at Cannonade. Given the whole PL4 vs. PL11 w/ Impervious 11 thing, four of them will stand up from prone, six of them will form a Combined Attack to hit +12 Damage modifier, and five of them will keep wrecking things. That still needs to hit, though... aaaand it misses.

Cannonade decides to respond with a smackdown. Shockwave attack, DC21 Reflex to halve, DC26 TOU to resist. Only one of them manages to halve that, and then they all go down.

Monsoon: 13, Unharmed, 0 HP

Cannonade: 7, Unharmed, 3 HP

Leader: 6, Bruised x1, Dazed (Monsoon's Action), Bound, 0 HP

The Leader is Dazed, so all he does is spit and curse uselessly. Monsoon is up next.

Posted

Both Monsoon and Cannonade can realize that he's got the crazy eyes, and that for someone who was trying to creep away from the gathering horde who'd been calling him the creeping emissary of Eurabia just a few minutes before, he seemed to jump very quickly to slitting the guy's throat after a fairly weak round of more of the same.

  • 1 month later...
Posted

Hey, better than Cannonade's. Nina is able to find a small latch in the wall, buried behind a hefty can of cleaning supplies. It looks like there's some sort of biometric readout on it, but it's not the strongest of locks. It could likely be jimmied or forced open with enough pressure - like, say, the pressures a powerhouse or a water controller could generate. 

  • 2 weeks later...
Posted

Both our heroes are able to see the mindscrewer who's been doing things to their heads. Which means we've entered initiative. And, due to a slight slip-up about mixing up roles, noticing the person screwing with heads is enough to get Nina back on track. 

 

Cannonade goes on 15.

 

The assailant, who will be repped by my at PL12, goes on 18.

Posted

Assailant: 18, Unharmed, 0 HP

Nina: 15, Unharmed, 0 HP

Cannonade: 15, Unharmed, 3 HP

 

Assailant goes first. She drops a Confuse on Nina and Joe. DC22 Will saves for both of them. Cannonade... makes a 12, and will be attacking the nearest creature. Which... um. 

 

Assailant: 18, Unharmed, 0 HP

Nina: 15, Unharmed, 0 HP

Cannonade: 15, Unharmed, Confused (Attack Nearest Creature), 3 HP

 

Nina is up next. 

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