Thevshi Posted April 22, 2015 Author Posted April 22, 2015 Okay, sorry for the delay, so Kharag picked up two bruises while Dragonid picked up one.Dragonid is up!
ca_lazerdwarf Posted April 23, 2015 Posted April 23, 2015 Taking 10 to hit with flamebreath on nearest antibody, 18 to hit, DC27
Thevshi Posted April 23, 2015 Author Posted April 23, 2015 The antibody that just attacked Dragonid misses its toughness save with a 21
Thevshi Posted April 23, 2015 Author Posted April 23, 2015 Okay Giz, Ghost Girl is up! Make your first Will save to throw off the shaken effect from the overwhelming death around her, DC 22 (she will start getting +1 cumulative bonus to the save each round starting the next if she misses the check)
Gizmo Posted April 24, 2015 Posted April 24, 2015 Ghost GirlWill Save vs DC 22: 1d20+10 27Move Action: Fly close enough to attack an Antibody.Standard Action: Disrupt Electronics vs Antibody, Taking 10 for a 22.AP: Damage 12 (Extras: Affects Corporeal, Autofire, Linked [Drain], Flaws: Limited [Objects], Limited [Electronics], Power Feats: Accurate 2) [14PP] (disrupt electronics)+ Drain Toughness 12 (Extras: Affects Corporeal, Affects Objects, Linked [Damage], Flaws: Limited [Objects], Limited [Electronics]) [12PP]
Thevshi Posted April 24, 2015 Author Posted April 24, 2015 (edited) So, the Antibody rolls its saves, and fails miserably on both. So it is blasted apart (took a DC30 damage effect).Go ahead and post GizThen:Round Two 15 Kharg (bruise 2, 2 HP)9 Wraith (unharmed, 2 HP)9 Antibodies (5)6 Dragonid (bruise, 1 HP)5 Ghost Girl (unharmed, shaken, 4 HP)Kharag is back up! Edited April 24, 2015 by Thevshi
RobRX Posted April 24, 2015 Posted April 24, 2015 Taking 10 to hit an antibody. DC 25 to resist. If it's dead, then Takedown attack on the other.
Thevshi Posted April 24, 2015 Author Posted April 24, 2015 The antibodies both fail their saves and go down!Fox, Wraith is back up!
Fox Posted April 24, 2015 Posted April 24, 2015 (edited) Wraith'll just continue the beatdown on the two volunteers who stepped up to fight her - starting with the one who actually got a shot in.Move Action: Elongate to extend her reach (+10' max).Standard Action: Ginsu things.Base Attack +12, All-Out Attack +1/-1 (yaaaay house rules), Power Attack -5/+5; taking ten for an attack roll of 18, which should just hit. DC32 Toughness vs. damage for her target, and she'll continue on to takedown anything within range.Wraith is at -1 defense until her next turn. For the time being, she'll be Interposing for the technician closest to the fight, if able. Edited April 24, 2015 by Fox
Thevshi Posted April 28, 2015 Author Posted April 28, 2015 It fails its toughness save with a 16 (for future reference, most of the time they are minions, so you can usually take 10, I'll let you know if that is not the case).Go ahead and post IC.
Thevshi Posted May 19, 2015 Author Posted May 19, 2015 Okay, there appears to be a bit of disagreement on a plan, need to know what everyone will be doing and new initiative rolls.
Fox Posted May 19, 2015 Posted May 19, 2015 Heh. Initiative rolls might decide what they're doing!Given the option, Wraith's still going to try to draw some of the Communion off their posts; she doesn't like the odds of trying to wedge non-combatants through a group of enemies. Too hard to guard all the soft targets at once. She's not going to have much of a choice if Bliss launches an attack first, though.Initiative Roll: 1d20+7 21
Gizmo Posted May 19, 2015 Posted May 19, 2015 Ghost GirlInitiative: 1d20+3 10Kimber will follow Indira's lead, naturally.
ca_lazerdwarf Posted May 19, 2015 Posted May 19, 2015 (edited) Initiative: 1d20+2 9Looks like the stick together plan isn't happening, but will stick with the technicians if they seem in danger. Edited May 19, 2015 by ca_lazerdwarf
Thevshi Posted May 19, 2015 Author Posted May 19, 2015 Round One 26 Needle Fighters21 Wraith (unharmed, 2 HP)16 Antibodies16 Bliss (unharmed, 3 HP)15 Kharag (bruise 2, 2 HP)10 Ghost Girl (unharmed, 4 HP) 9 Dragonid (bruise, 1 HP) So, a pair of needle fighters come screaming down, opening fire on the group. One shoots at Dragonid, another at Bliss. Both miss getting 14 and 17. Wraith is up!
Fox Posted May 20, 2015 Posted May 20, 2015 Wraith's current shift from the earlier fight, for ease of reference:Elongation 2 [2pp]Speed 1 [1pp]Strike 5 (Feats: Mighty, Power Attack) [7pp]Standard Action: Charge.Melee Attack Roll vs. Antibodies (Charge +2): 1d20+12+2 15.....really? Okay, sure. In the unlikely event that actually hits anything, it'd be a DC22 Toughness save.I somehow doubt she'll have made the impression she wanted; so much for getting their attention and forcing them away!Move Action: Shapeshift, trading Power Attack for Improved Crit. 1. Hope springs eternal.She'll be interposing for the squishy non-heroes as needed, and is at -2 defense until her next turn.
Thevshi Posted May 20, 2015 Author Posted May 20, 2015 So...where you trying to possible score a crit Fox? They are minions, so you could have just taken 10.
Fox Posted May 22, 2015 Posted May 22, 2015 That...would have been smarter. I'll stand by my mistake, though, to better teach me to pay more attention when posting tired. :)
Thevshi Posted May 22, 2015 Author Posted May 22, 2015 Four antibodies will move forward to attack Wraith, while half the others move toward the rest of the group, the other half remain in place. The four attack: 18, 26, 11, and 27, so two hits, a pair of DC 23 toughness saves for Wraith.Bliss is up!
Fox Posted May 22, 2015 Posted May 22, 2015 Toughness Saves vs Antibodies, DC23: 2#1d20+15 19 202x bruise. And y'know what, I'll just take 'em - though she may have to do some eating next round.
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