Brown Dynamite Posted November 17, 2015 Posted November 17, 2015 OOC for this thread in which Waverider, Fallout, and Phantasmo fight zombies and the Thule Society
Brown Dynamite Posted January 8, 2016 Author Posted January 8, 2016 Alright, I suppose now's as good as any to start rounds. So roll for initiative. We'll say the bystanders you're trying to get out of dodge are at the bottom of the initiative regardless of what you guys roll.
EternalPhoenix Posted January 8, 2016 Posted January 8, 2016 http://orokos.com/roll/358139 11 for Naomi.
Brown Dynamite Posted February 7, 2016 Author Posted February 7, 2016 Alright, I don't know what happened to Phantasmo. I even pointed out Shoe to this thread in Chat the other day. If you want we can drag someone else here. Or continue with just Waverider. Or just let it die.
Brown Dynamite Posted February 10, 2016 Author Posted February 10, 2016 Take an HP lads! The Zombies roll their Initiative: 1d20 14 They are all minions, but there are a shocking 8 of them out and about! Round 1 Initiative Character HP Condition14 Zombies [x8] GM Unharmed 13 Facsimile 2 Unharmed 11 Waverider 2 Unharmed So most of them are just taking move actions this turn. But here's a rundown of the stiuation. 5 zombies moving towards the mayor and various members of the city council. 2 towards a group of FCPD who are trying and failing to shoot them dead. The sole zombie with a target within reach will swipe at the nearest bystander Standard Action: Attack nearest bystander (DC22): 1d20+3 8 He misses!
Exaccus Posted February 10, 2016 Posted February 10, 2016 Facsimile will leap onto the one that struck the civilian and squash it like over ripe produce and if he's in take down attack range follow through and bound towards the mayors group with move by action, if no takedowns are possible hel! Just jump towards the ones bothering the police 1d20+6 26!
EternalPhoenix Posted February 10, 2016 Posted February 10, 2016 it is power stunt time. Burn that extra HP for a rank 6 Burst Area Blast, aimed at the five zombies after the mayor. They now have a DC 16 Reflex save to halve a DC21 Toughness save. If they make that save, then it is a DC18 Toughness Save. No way do zombie minions have Evasion.
Brown Dynamite Posted February 10, 2016 Author Posted February 10, 2016 Reflex Saves : 5#1d20+1 18 15 2 11 4 1 Makes the Reflex Save Tou Saves: 5#1d20+7 18 23 22 11 13 3 are unharmed, 2 are unconscious!
MisterShoebox Posted February 11, 2016 Posted February 11, 2016 Sorrysorrysorry! I wasn't getting notifications! Okay, here goes for Inits - 1d20+3=14
Brown Dynamite Posted February 11, 2016 Author Posted February 11, 2016 (edited) Round 2 Initiative Character HP Condition14 Phantasmo 2 Unharmed 14 Zombies [x8] GM x3 Unconscious, 5 Unharmed 13 Facsimile 2 Unharmed 11 Waverider 1 Unharmed Alright coincidentally, that works out so Phantasmo goes first Shoe! Edited February 11, 2016 by HG Morrison Edited Conditions and HP
Brown Dynamite Posted February 11, 2016 Author Posted February 11, 2016 Alright, Tou Save vs Razor Sharp Card: 1d20+7 18 Zombies by the Mayor Two will take two Move Actions towards Wave Rider reaching arm's reach. Their attention taken by. The remaining one will attack Joey Sousaphone a washed up Saxophone player Attack bystander (DC22): 1d20+3 9 Missing again! Remaining Zombie by the police Standard Action: Bites Fascimile (DC22): 1d20+3 18
Exaccus Posted February 11, 2016 Posted February 11, 2016 http://orokos.com/roll/372396 Huh well there goes a HP http://orokos.com/roll/372397 Well dang it. Though that's a 20 with the plus 10 so not a bad time to get a low roll.
Brown Dynamite Posted February 26, 2016 Author Posted February 26, 2016 Since Ex's net is looking better quick reminder you're up in OOC. Though apparently I owe y'all a GM post from the Zombies last IC
Exaccus Posted February 28, 2016 Posted February 28, 2016 (edited) Facsimile will make use of his shockwave powerfeat to try and wrap up the zombies near the police with a clang! And then if they're all stitched up bounce over towards the mayor and his lot DC 17 reflex save please DC22 on a fail and on a pass and DC19 toughness save Edited February 28, 2016 by Exaccus
Brown Dynamite Posted March 8, 2016 Author Posted March 8, 2016 Reflex Save: 1d20+1 8 Tou Save Tou Save: 1d20+7 24
Brown Dynamite Posted April 12, 2016 Author Posted April 12, 2016 @EternalPhoenix, when you're free I believe you are up here.
EternalPhoenix Posted April 21, 2016 Posted April 21, 2016 Actually, the zombies are minions. I can just take 10 and blast one. DC 24 Toughness.
MisterShoebox Posted May 6, 2016 Posted May 6, 2016 Hokay, sooo...now what? Bash more zombies? Investigate Yon Evil Submarine?
Brown Dynamite Posted May 18, 2016 Author Posted May 18, 2016 Well, was just waiting for EP's IC post before transitioning to the next bit!
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