Azuth65 Posted July 1, 2018 Share Posted July 1, 2018 More attacks, 3d20+7 = 11, 12, 25 Link to comment
Ari Posted July 4, 2018 Share Posted July 4, 2018 (edited) Okay, moving on. Round 7. Redshift: Unharmed-GM Prism: Unharmed, 2HP Omegadrone(x1): Unharmed-GM Gauss: Unharmed, 3HP Redshift appears and starts racing around the convoy's lead section, slowly raising it into the air. Prism skipped for this. Omegadrone shoots at Gauss: 18. Hit, @Azuth65 DC23 Toughness Save. Edited July 4, 2018 by Ari Link to comment
Thunder King Posted July 11, 2018 Share Posted July 11, 2018 Prism is going to take her shot, a blast; 11 ...gonna go ahead and burn an HP for that. 29 MUCH better. Remember, autofire. Link to comment
Ari Posted July 14, 2018 Share Posted July 14, 2018 @Azuth65 Failed by 6, Bruised, Injured and Dazed. Next two shots discounted. @Thunder King Attack hits, overcomes Defense by 12, +5 to damage DC, DC30 TOU save: 13. Failed by 17. Evaporated. So next order is Redshift: Unharmed-GM Prism: Unharmed,1HP Gauss: Bruised(x1), Injured(x1), Dazed, 3HP Redshift for their next three moves will move the convoy towards the South River, moving at around 50MPH per round. They're doing the running a cyclone thing to keep it in the air. Right now they don't think the heroes are a threat to them. @Thunder King Prism is up again. Next three rounds' worth of actions please. Link to comment
Thunder King Posted August 17, 2018 Share Posted August 17, 2018 (edited) Edit; Nevermind. Prism is going to start by trying to pull the people out of the car if she can, mostly because she's worried that attacking Redshift will injure them. If she succeeds on the first try, she'll blast them. Basically, Prism will try to rescue the people, if she succeeds, she'll attack Redshift. If she fails, she'll keep trying until she succeeds. 26 for the first attack 17 for the second attack if she gets one. If I need to make any rolls to facilitate the rescue, let me know. Edited August 17, 2018 by Thunder King Link to comment
Ari Posted August 18, 2018 Share Posted August 18, 2018 The convoy is lifted only 50ft above the ground, well within Prism's Flight range, so she does manage to get people out of their vehicles on her Move Actions. First attack hits, DC25 Toughness vs. +10 Toughness: 23. Bruised. Redshift will start moving the convoy 500ft down the road over the course of her turn. Preventing her from moving around the convoy in a steady loop will force her to abandon this plan. Ways to do this involve placing physical blocks, Stunning/Dazing her, Snaring/Grappling her, etc. Because she's moving at super-speed throughout she's considered to be within range and as an available target for the considerations of game mechanics. @Azuth65 Would you give me Gauss' next three actions when she regains her place in Initiative? Next shot misses. Redshift moves the convoy as a whole 1000ft down the road. Next Actions please, @Thunder King Link to comment
Azuth65 Posted August 21, 2018 Share Posted August 21, 2018 Can Gauss magnetokinesis some wrecked car bits over to make a physical barrier to Redshift's movement? Link to comment
Ari Posted August 21, 2018 Share Posted August 21, 2018 Yes. But Gauss is currently Dazed. If you'd like, you can use a HP to shake it off. Link to comment
SpicyWaffle Posted August 27, 2018 Share Posted August 27, 2018 Baxter'll go for the ol' "Sticky Situation" in hopes that he can slow down our not-so-friendly speedster, and potentially setup Gauss and/or Prism for the coup de grace if successful. All-Out (+5 Attack/-5 Defense) Snare 11 [DC21 Reflex] +16 vs. Speedster = 26 Link to comment
Ari Posted August 27, 2018 Share Posted August 27, 2018 @SpicyWaffle Don't forget Initiative! And a 26 hits. DC21 Reflex save(which is, going by the stats detailed on the first page of this OOC thread, very high): 29! Alright, one additional note, Waffle: In this and all subsequent fights of the thread, you announce the next actions you intend to make for the next three rounds. Then I resolve them individually against the NPCs/environment. So you don't gotta wait around, just sing out what you plan to do! So, what're you next moves, Waffle? Bearing in mind these will be resolved according to Bee-Keeper's Initiative result. Link to comment
SpicyWaffle Posted August 27, 2018 Share Posted August 27, 2018 Whoopsidoodle! Sorry about that, Ari. Redshift's too fast, it seems, for a pinpoint goop attack. That being the case, the Bee-Keeper'll switch tactics to something less conservative, with his main priority being to get Redshift to drop those civilians and keep her away from them at all costs. For both actions, Baxter'll lay down a hail of Suppressing Fire with his Autofire Blast, hopefully forcing Redshift to either seek cover (and maybe drop those cars!), or risk experiencing the Sting of Justice. Initiative Check +7 = 26 Action #2: If Redshift Racer declines to seek cover from Suppressing Fire, All-Out (+5 Attack/-5 Defense) Blast 11 [DC26 Toughness] +16 vs. Redshift Racer = 34, Potential Critical - +5 to Save DC if Successful! Action #2 (Cont'd): Critical Confirm All-Out (+5 Attack/-5 Defense Blast 11 [DC26 Toughness] +16 vs. Redshift Racer = 22 Action #3: Second verse, same as the first. If Redshift Racer declines to seek cover from Suppressing Fire, All-Out (+5 Attack/-5 Defense) Blast 11 [DC26 Toughness] +16 vs. Redshift Racer = 25 Link to comment
Azuth65 Posted August 27, 2018 Share Posted August 27, 2018 Gauss will spend the HP to shake off the daze. Next actions are to set as much of a barrier around the convoy as possible with scrap metal and, if possible, ripping out things like manhole and drain covers to add to the pile. Following that, I think throwing a blown off car door at Redshift with her mind should be done... Link to comment
Ari Posted September 1, 2018 Share Posted September 1, 2018 @Azuth65 Doable, what's the mechanical effect you're thinking of, Azuth? @SpicyWaffleWaffle, I'm so sorry. First attack hits, and as it would have hit even without being a critical the +5 applies: 29. A Bruise. Link to comment
Ari Posted September 1, 2018 Share Posted September 1, 2018 (edited) Next Round, when it occurs: Bee-Keeper III: Unharmed, 4HP Redshift: Bruised(x2), Dazed-GM Prism: Unharmed,1HP Gauss: Bruised(x1), Injured(x1), 3HP Edited September 9, 2018 by Ari Link to comment
Azuth65 Posted September 1, 2018 Share Posted September 1, 2018 I was thinking move object for the forming of a barrier. Link to comment
Ari Posted September 5, 2018 Share Posted September 5, 2018 Okay, Redshift tries to dodge out of the way from some of Gauss's makeshift barricade, DC, let's say 17: 15. And the convoy comes crashing back to Earth! Redshift is Dazed this next turn. So no action from her. Next attack from Bee-Keeper III misses. @Thunder King Prism is up! Link to comment
Ari Posted September 7, 2018 Share Posted September 7, 2018 An additional niggle this round: can you stop a stampede? DC25 Diplomacy check, any of the PCs can attempt it, but must spend their whole turn doing so(unless they have Challenge[Fast Diplomacy]). Link to comment
Thunder King Posted September 9, 2018 Share Posted September 9, 2018 Gonna blast, thrice, to try to drop the baddie; 13 28 13 Link to comment
Ari Posted September 9, 2018 Share Posted September 9, 2018 First does not hit, but the second one will. @Azuth65 Your go, Az! Next three actions. Link to comment
Ari Posted September 9, 2018 Share Posted September 9, 2018 Should add: if you don't have time, any ideas for or energy to make an IC post, let me know and I'll just fold your actions into the next GM post. Link to comment
SpicyWaffle Posted September 11, 2018 Share Posted September 11, 2018 Baxter'll shoot for that DC25 Diplomacy Check and hope he can stop those fleeing pedestrians before they make a terrible mistake. He'll even use Extra Effort to increase his Diplomacy by +2, because this feels like a very all-or-nothing sort of deal. Extra Effort Diplomacy +14 vs. DC25 Diplomacy Check to Avert a Convoy Disaster = 1d20+14: 19 [1d20=5] Spending a Hero Point to use Improve Roll for that, so worse case scenario is he gets exactly 25: HP Reroll Extra Effort Diplomacy +14 vs. DC25 to Avert a Convoy Disaster = 1d20+14: 16 [1d20=2] Since you can't get lower than an 11 on an Improve Roll, this becomes a 26 and the Bee-Keeper's Fatigued until he blows an HP to remove it. Link to comment
Azuth65 Posted September 17, 2018 Share Posted September 17, 2018 How did I miss that I was up again?! Jebus... I guess more shooting of the speedster, mostly trying to take out a leg. 1d20+7, three times. 9, 12, 13 Yeah, that's so awful I'm going to burn all three remaining HP to try again. 1d20+7 three times. 14, 26, 27 So 24, and two critical hits. DC 22 and two DC 27 toughness saves from the speedster. Link to comment
Ari Posted September 17, 2018 Share Posted September 17, 2018 Alrighty, to resolve: Vs DC22 Toughness, 20. Another Bruise. A HP to Bee-Keeper and Gauss and Prism. Next round is: Bee-Keeper III: Unharmed, 3HP Redshift: Bruised(x3), Dazed-GM Prism: Unharmed,2HP Gauss: Bruised(x1), Injured(x1), 1HP DC26 Toughness on Redshift: 18. Bruised and Dazed refreshed. No action Second attack from Prism hits, DC25 Toughness save: 16. Bruised and Dazed again. Third attack is a Critical Hit, so DC27 Toughness: 10. Failed by over 15, knocked out! Combat is over! @Thunder King @SpicyWaffle @Azuth65 Everyone post if you'd like after the GM post, talking amongst yourselves before heading to the rendezvous and the final stage of this thread. Link to comment
EternalPhoenix Posted September 28, 2018 Author Share Posted September 28, 2018 I'd like Notice checks from both Prism and Bee-Keeper, if Waffle's still here. Link to comment
Recommended Posts