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Industrial Strength


Supercape

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Round 4:

 

28 Lord Crane - Unharmed

18 Midnight Spear - Unharmed

11 - Joe Powder - Bruised

11 - Black Knight - Bruised, 2 HP

9 Wolves [4] Unharmed

Meteor - Toughness 10

 

For reference the "Anarchy Guns" are Device 5, with one power: Blast 7, Penetrating, Homing, Affects Insubstantial 1, Improved Critical 1.

 

Lord Crane will use aim action on Black Knight, and speak - he is still carrying his knife. 

Midnight Spear not acting yet. 

Joe Powder will charge at the Meteor, just moving this round. 

Black Knight is up again, now carrying the above guns!

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Ill open fire on one of the wolves thats attacking a sailor.

 

Since its a minion ill take 10 on the attack roll for 16

if thats enough to hit it ill blow one HP to surge and shoot the other wolf on the other sailor

 

if not Ill Swing a clumsy hand at the wolves that are chewing BK's armour again taking 10, DC20 Toughness save aaand Takedown attacking into the other for the same.

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Leaving two wolves to chew at Lord Crane: Chew lord Crane: 2#1d20+2 3 11 both missing. 

 

Round 4:

 

28 Lord Crane - Unharmed

18 Midnight Spear - Unharmed

11 - Joe Powder - Bruised

11 - Black Knight - Bruised, 2 HP

9 Wolves [4] Unharmed

Meteor - Toughness 10

 

Lord Crane will stab the Black Knight with his knife. This is an aimed attack, power attack, and he has the improved aim feat for +10

 

Stbas the Black Knights: 1d20+13 28 should be a hit. With power attack that is a damage 8 (DC 23) effect. 

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Black knight is gonna walk on over and past crane towards the two remaining wolves and unarmed attack them.

 

taking 10 on the first for 20 which is a hit.

DC20 Toughness save vs back of gauntlet.

 

Same for the other if its in takedown attack range and the first fails.

 

then whatever movement i've got left if any towards mr powder to give him his weapons back.

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Lets wave that as its something of a nuiscance at this point (plus, they are unlikely to save!)

 

But the Meteor will pulse with power again, pulling the guns and the Sword up into the air. You can either let go (and get disarmed), or get pulled up with them, and thus take a DC 25 Damage from the fall a second later. 

 

Joe Powder, for his part will let go. 

 

Feel free to post your takedown of the wolves, plus your choice of above. 

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As will Joe Powder

 

Round 5:

 

28 Lord Crane - Unharmed

18 Midnight Spear - Unharmed

11 - Joe Powder - Bruised

11 - Black Knight - Bruised, 0 HP

Meteor - Toughness 10

 

Weapons: In the sky!

 

Lord Crane will once again take aim with his knife, intent on stabbing the Black Knight. 

 

Joe Powder will try to disarm Lord Crane with his whip: Whip disarm: 1d20+9 21

 

This hits, so opposed disarm rolls: Opposed disarm rolls: 2#1d20 8 6 with the bonuses, Joe wins, so Crane drops his kinfe. 

 

Black Knight is up again. 

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So lets give that a cunning auto crit due to using narration effectively!

 

This makes it a Damage 11 / DC 26 effect, Saves vs Knife: 1d20+10 22 makes it injured!

 

Round 6:

 

28 Lord Crane - Unharmed

18 Midnight Spear - Unharmed

11 - Joe Powder - Bruised

11 - Black Knight - Bruised, 0 HP

Meteor - Toughness 10, injured

 

Weapons will fall to the ground again. This time, Lord Crane will pick up Aldonite, but of course it will not obey him (restricted feat). 

 

Joe Powder will pick up his guns and fire on the Meteor: Meteor saves vs bullets: 1d20+9 29 and fails miserably!

 

Meaning Black Knight is up again!

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Ill hand wave the effect on Lord Crane, who well get blasted and is now dying. 

 

And Joe Powder is hit by a damage 12 effect from his guns (10, +2 for having two of them!) Toughness vs Gun feedback: 1d20+7 17 vs DC 27 makes him staggered and stunned. 

 

And Black Knight is up again. 

 

The Sword will still be crackling with energy and painful. So ill call that a DC 15 toughness save (Damage 0) to pick up, and a DC 5 Will Save to actually have the grit to keep hold of it. 

 

 

 

 

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