olopi Posted May 19, 2016 Posted May 19, 2016 Yeah, the intention is to hit everybody. Green is the priority, but if possible hit the others too.
Supercape Posted May 19, 2016 Author Posted May 19, 2016 Right sorry for the delay. Rolls, lots of Rolls! To keep this simple and because I am lazy I am going to amalgamate reflex rolls for the AoE: If you fail, you take damage and fall, if you pass, you cling onto something and half damage. Cut-Throat has a little cover so +2 Reflex Reflex vs volcano: 1d20+4 18 with +2 bonus is 20, just making the DC 20. So thats Damage 5 effect on him (DC 20 Toughness) and Tough vs Volcano: 1d20+4 18 Cut Throat is bruised. Marie has almost no cover and highly damaged stairs, so -2 Reflex Reflex vs Volcano: 1d20+6 11 She fails, so DC 25 Tough save, and falls, another DC 20 Toughness Save (winging that falling damage a bit)Tough vs Volcano and Fall: 2#1d20+12 15 18 Meaning she is Staggered, Dazed, and Bruised x2 Finally, Green also has a +2 Reflex bonus due to a little cover. Reflex vs Volcano: 1d20+8 21 he makes his save, and thus has a damage 5 (DC 20) Toughness save which is Tough vs Volcano: 1d20+6 20 made.
Supercape Posted May 19, 2016 Author Posted May 19, 2016 We have not finished Round 4 yet, but as it got all mad.... Round 4: 20 - Bonfire, Bruised, 1 HP 16 Marie, Staggered, Dazed (till R5), Bruised x2 12 Green 5 Cut Throat, Bruised x2 Quote Edit
Supercape Posted May 19, 2016 Author Posted May 19, 2016 So Green will duck into the top floor level (out of sight) Cut Throat will jump down to the lower floor and stab Marie. Stabs Marie: 1d20+8 28 Is a critical full power shifted attack, which means a Damage 10 Effect (DC 25) Toughness vs Knife: 1d20+10 12 This makes her unconscious and disabled (lethal damage). Round 5: 20 - Bonfire, Bruised, 1 HP 16 Marie, Unconscious, Disabled, Bruised x3, Injured x1 12 Green 5 Cut Throat, Bruised x2 Bonfire is up
olopi Posted May 19, 2016 Posted May 19, 2016 Okay! Full Action for the Autofire Blast 12 1d20 + 8 = 10 And Orokos finally strikes back! I'll spend the last HP to reroll that one. 1d20 + 8 = 12 , -> 22 Due to Reroll If that hits it's DC 27 + whatever Autofire adds!
Supercape Posted May 19, 2016 Author Posted May 19, 2016 His defence is 9, so thats +4 to DC, 31 DC. As his toughness is only +4, and he is bruised x2, He could only make 21, so to keep things simple (and as he cant actually harm you), you cam knock him out. Knock him out. With flames. *Ahem*. Long live comic book science. Post away and good luck with comic book science on that one!
olopi Posted May 20, 2016 Posted May 20, 2016 Okay, so another Area Blast, trying to get to the outside of the building, if that's anyhow possible. Essentially, create a big and fancy looking explosion. And then, invisibility and flying up to the area above him.
Supercape Posted May 25, 2016 Author Posted May 25, 2016 Right, opposed roll please. The Reactor has Reactorhandwavium 10 power. You can oppose that with any fire based power. Remember Extra Effort gives you +2 ranks (and thus, +2 to your opposed roll). You can also use Extraordinary effort (effectively two fatigue levels) for +4 ranks. As for melting a reactor with no knowledge skill, that would need an HP expenditure. However, its also so heroically dangerous, you get an HP (effectively no HP change!)
olopi Posted May 25, 2016 Posted May 25, 2016 1d20 + 16 = 32 There we go! Bonfire's about to faint, but hey, that should be enough!
Supercape Posted May 25, 2016 Author Posted May 25, 2016 That can't be beat so Bonfire melts the reactor!
Supercape Posted May 25, 2016 Author Posted May 25, 2016 For reference: Bonfire, 0 HP, Bruised, Exhausted Unlikely we will need it, but still!
olopi Posted May 25, 2016 Posted May 25, 2016 1d20 + 5 = 9 For the DC10 Charisma roll which Bonfire just failed!
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