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Posted

No sense burning an HP trying to get the 20 to beat that. Is there any reason the Alkahest can't use its second Move Action to try again, though?

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Posted

 ALKAHEST 

Move ActionEscape Grapple: 1d20+25 34

 

...well, should have seen that coming. I don't know, should that be another opposed roll since this is another attempt to break free? Probably not happening regardless.

Posted (edited)

Initiative   (Round 4)

 

26  Woodsman     1HP  Uninjured

22  Shooters                0 Minions

21  Shortcut                   Uninjured

20  Providence               Injured x 1

18  Sparkler          3HP  Uninjured

12 Jersey Devil              Bruised x 1

9    Psyche            1HP  Uninjured

8    Reagent          0HP  Uninjured

7   Fury                          Bruised x 1

 

Woodsman is up

Sirens can be heard in the distance, 1-2 rounds for more police and possibly the MAX squad to arrive.

Edited by angrydurf
Posted

Woodsman pops up, prairie dog-style, and shoots Jersey Devil. 

http://orokos.com/roll/371750 = and that's a 1 

 

At least we're all in bad diceland together. :D

 

It sounds like the thread is coming to an end, so I'll go ahead and spend that last HP - no use letting it hang around. 

 

http://orokos.com/roll/371751 = 24, so that hits. 

 

DC 26 Toughness save. 

 

Woodsman will then go ahead and Hide in Plain Sight again. 

Posted

Shortcut will maintain the portal

 

Providence

 

Standard Action:  Use leadership to clear Jersey Devils Dazed status.

Move Action:  Move through portal

 

Initiative   (Round 4)

 

26  Woodsman     0HP  Uninjured

22  Shooters                0 Minions

21  Shortcut                   Uninjured

20  Providence               Injured x 1

18  Sparkler          3HP  Uninjured

12 Jersey Devil              Bruised x 2

9    Psyche            1HP  Uninjured

8    Reagent          0HP  Uninjured

7   Fury                          Bruised x 1

 

Sparkler is Up.

Posted

bluh never do things the easy way eh?

 

So catching thrown weapons is actually outside the purview of move object technically.  It does make sense thematically however so let's call it a power stunt for deflect with the reflect and area extras.

 

Deflect 12 (Slow projectiles; Extras:  Area, Reflection; Power Feats:  Precise) (Telekinetic catch) 37/44pp

 

Gonna give Alkahest an HP for Fury moving up one in initiative to throw now.  That HP can still be used to clear Alkahests incoming fatigued condition from the surge if desired.

 

Fury throws the Mixer at Alkahest 1d20+3=5; which will miss and head towards the crowd but is well below the minimum roll for Psyches Deflect which will kick in to redirect it back at Fury.

 

Toughness 1d20+17=23 ; bruised and dazed.

 

Fury is dazed so can't use her move action to flee.  

 

I'll post for Fury then Alder can post for Psyche catching and returning to sender.

Posted

Woodsman gets an HP for the inhuman monster now threatening normal humans like those cops putting themselves in harms way, the Inhuman Monster also being his friend doubtless making things more complex.

Psyche gets an HP for T-baby terrorism on her doorstep threatening to set back years of work in an afternoon.

Reagent gets an HP due to innocent police officers being the next likely target of Alkahests rage.

 

Initiative   (Round 5)

 

26  Woodsman     1HP  Uninjured

18  Sparkler          3HP  Uninjured

9    Psyche            1HP  Uninjured

8    Reagent          1HP  Uninjured

 

Woodsman is up unless AA wants to let Psyche deal with the Alkahest.

Posted

Riley uses his Move Action to maintain his Stealth - 

 

Woodsman readies an action to shoot Alkahest if she goes for one of the civilians -

http://orokos.com/roll/374101 = 26! 

 

If he does wind up having to shoot her, that's a DC 26 Toughness save. If this wasn't a fellow PC, I'd spend an HP to add Improved Crit and make that 31, but taking down the Alkahest isn't life-or-death...yet! 

Posted

Sparkler is going to move on her broom down closer to Alkahest and attempt a diplomacy check to talk her down. 

 

First Diplomacy roll is awful, spending an HP, Second Diplomacy roll is a 28.  I will spend another HP for an extra move action if I have to in order to get all this in one round. 

Posted

That brings us fully out of rounds and here's the situation on the ground as it stands:

 

Injuries;

One Dead Shooter, neck snapped by massive force applied while unconscious.

Three unconscious shooters Two with obvious hatchet related injuries one with blunt force trauma from a concussive bolt that is less traceable.

One AEON employee in critical condition due to gunshot wounds

Four unconscious bystanders, collateral damage of Fury and Alkahests brawling.

Two conscious but immobile (breaks and sprains) bystanders, collateral damage of Fury and Alkahests brawling.

Five conscious but battered bystanders, victims of crowd trampling.

Three downed and battered AEON security officers overwhelmed by the angry panicked crowd

Two injured FCPD officers, casualties of the mob.

 

Damage;

Many broken and bent temporary barricades, 

Some light damage to the concrete barriers Woodsman is hiding in.

Significant damage to sidewalks and streets.

One destroyed cement mixer its parts and contents all over the street.

Light damage to the doors and windows of the AEON Lobby from shrapnel and crowd actions.

Blood on the Lobby carpet from the GSW victim.

 

Police and EMTs are on scene the Police have a perimeter that would not be easily evaded  EMTs are beginning triage of injured  Police are beginning sweeps looking for agitators perpetrators or armed protesters.  The Guns used in the attack are nowhere to be seen it seems like someone picked them up in the chaos after the shooters were dropped.

Posted

Alex will spend her HP to clear the fatigue from stunting to... STUNT AGAIN!

 

AP: Healing 10 (Extras: Resurrection, Total, Area; Flaws: Limited to Others; Feats: Persistent, Regrowth) {42/44}


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