Gizmo Posted February 9, 2016 Posted February 9, 2016 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?
angrydurf Posted February 9, 2016 Author Posted February 9, 2016 Not that I'm seeing. I'll allow it go ahead and roll if you want to try again.
Gizmo Posted February 10, 2016 Posted February 10, 2016 ALKAHEST Move Action: Escape 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.
angrydurf Posted February 10, 2016 Author Posted February 10, 2016 I dunno but I'll give you the extra roll anyway; 1d20+30=33; Alkahest breaks free of the grapple and can move up to her standard move distance.
Gizmo Posted February 10, 2016 Posted February 10, 2016 Well, I don't see the Alkahest retreating, so: ALKAHEST Surge: Unarmed Attack vs Fury: 1d20+8 10 ...sigh. Hero Point: Unarmed Attack vs Fury, HP Reroll: 1d20+8 19 That's a DC 27 Toughness Save and the Alkahest is out of HP. It will have to eat the fatigue for the surge next round.
angrydurf Posted February 10, 2016 Author Posted February 10, 2016 Fury Toughness Save 1d20+18=27; Ties the DC Gonna call it a bruise to even out the high comparative defensive PL.
angrydurf Posted February 10, 2016 Author Posted February 10, 2016 Fury Move action: move back to portal Standard action: Pick up cement Truck
angrydurf Posted February 10, 2016 Author Posted February 10, 2016 (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 February 10, 2016 by angrydurf
Avenger Assembled Posted February 10, 2016 Posted February 10, 2016 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. 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.
angrydurf Posted February 10, 2016 Author Posted February 10, 2016 Jersey Devil Toughness save Dc 26; 1d20+9=20; fail by 6 Bruised and Dazed
angrydurf Posted February 10, 2016 Author Posted February 10, 2016 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.
Electra Posted February 13, 2016 Posted February 13, 2016 Sparkler will attempt to fireball Fury, since he seems like the one who is going to do the thing. Whatever thing that might be, but it sounds bad! Fireball Attack: It is terrible, spending an HP. Reroll is a 25.
angrydurf Posted February 13, 2016 Author Posted February 13, 2016 That'll hit Fury, Toughness save DC 25; 1d20+17=22; a second bruise.
angrydurf Posted February 13, 2016 Author Posted February 13, 2016 Jersey Devil takes a double move to run through the portal. Psyche is up.
alderwitch Posted February 14, 2016 Posted February 14, 2016 Psyche will ready an action to catch the cement mixer and throw it back.
angrydurf Posted February 14, 2016 Author Posted February 14, 2016 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.
Gizmo Posted February 16, 2016 Posted February 16, 2016 ALKAHEST Hero Point: Clear Fatigue from Surge last round. Standard Action: Charge Fury: 1d20+10 17 That's a DC 27 Toughness Save. Extra Effort: Surge Standard Action: Initiate Grapple vs Fury: 1d20+8 9 Worth a shot!
angrydurf Posted February 16, 2016 Author Posted February 16, 2016 Fury Toughness save: 1d20+15=32 so passed but this is pretty much wrapped so I'm goign to fiat her knocked back through the portal
angrydurf Posted February 16, 2016 Author Posted February 16, 2016 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.
Avenger Assembled Posted February 16, 2016 Posted February 16, 2016 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!
Electra Posted February 18, 2016 Posted February 18, 2016 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.
Gizmo Posted February 18, 2016 Posted February 18, 2016 ALKAHEST Will Save vs DC 28: 1d20+10 26 The Alkahest will calm down and start to revert to Winifred!
angrydurf Posted February 18, 2016 Author Posted February 18, 2016 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.
alderwitch Posted February 18, 2016 Posted February 18, 2016 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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